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Creating a Water Canon Effect....


crash0283

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Hey Guys

I'm trying to create a water canon effect similar to this:

Check out 1:45

I was wondering what is the best way to approach this?

Thanks

Chris

Depends on detail you need to get.

I would suggest using points with sop solver or pops, maybe mesh core part of that stream or just render points.

For mist you might use either sprites or volumes.

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Hey Albert

Thanks for the reply!! Yeah, I'm using POP's and that seems to be working really nicely. I did mesh the core, but it looked sloppy and unrealistic. I think with this fine of spray, POP's is the way to go, but maybe taking your advice and use volumes to create a finer mist. Thanks again!!

Chris

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In this state we don't see static water surface that is why it might look strange and unrealistic and that is why slomo videos are like from other planet ;)

In 'particle fluid surface' you could add streaching based on velocity and render with proper motion blur.

But i think that rendered points with motion blur should do the trick in most of the cases

Edited by tmdag
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I'd agree that using millions of points rather than a particle fluid surface is the way to go; it's more a jittered, fuzzy stream effect than an actual visible surface like you would get from a low-velocity garden hose. I've used smaller, turbulent particles and sprites both for mist in the past, but fluids could be useful as well, depending on the scene scale.

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hello,

I have a more basic question but still related.

I'm trying to have my particle velocity follow the normal of a geometry.

using the hose/water cannon as an example, I'm creating a grid and emitting particles from it, but when I set the velocity in the popnetwork's source, the particle just shoot up and don't change if I rotate the grid.

I guess I need to connect the velocity with the normal, but no idea where or how to do it.

any help would be appreciated.

post-7368-13215555677_thumb.jpg

post-7368-132155557462_thumb.jpg

normal_velocity.hipnc

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