NowWeWake Posted January 25, 2012 Share Posted January 25, 2012 Good day all Imagine a fine, directed spray of water moving across a surface. The spray will create clusters of small droplets that run down the surface. I am looking to generate the spray and create the droplets to run down the geometry. My current ideas: 1) Generate the directed spray using a particle system. Track the collisions with an attribute transfer. Use the attributes to somehow spawn or grow droplets on the surface (separate from the particle-sim) 2) Use SPH / FLIP for the entire thing, but only use the particle fluid surfacer on the fluid where it strikes the object. I need a fine misty spray, not a meshed surface. Has anyone tackled anything like this before? I would appreciate any advice or insight (even just a link to a forum post I may have missed) Quote Link to comment Share on other sites More sharing options...
static Posted January 25, 2012 Share Posted January 25, 2012 I'd start with having a random assortment of your particles stick to the geometry to be used for emitting extra spray or droplets. The rest can slide off or just be killed when colliding. I'd stay away from sph and flip if you're just looking for fine mist. You usually get better results with rendering massive amounts of self-shadowed points. Quote Link to comment Share on other sites More sharing options...
NowWeWake Posted January 26, 2012 Author Share Posted January 26, 2012 Thanks static! I appreciate the response. From my tests, it does look like staying away from sph and flip seems to be the way to go. Quote Link to comment Share on other sites More sharing options...
pclaes Posted January 26, 2012 Share Posted January 26, 2012 You might want to look into creeping points/particles. Or other things that might be useful to you is modifying the state of your particles: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=97495#97495 Quote Link to comment Share on other sites More sharing options...
NowWeWake Posted January 27, 2012 Author Share Posted January 27, 2012 Thanks Peter! I'm getting close to the spray look I want by using a particle system, with pure emission, and running the color through a noise to get "kicks" of light off the spray. Very simple and with a little bit of comp-magic, it just might work. I wanted to get the spray look right so that now I can concentrate on the interaction... Quote Link to comment Share on other sites More sharing options...
NowWeWake Posted February 8, 2012 Author Share Posted February 8, 2012 Thanks for all the advice! Separated the spray and the droplets and created the droplet effect with creep and trail nodes! Quote Link to comment Share on other sites More sharing options...
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