dyei nightmare Posted October 6, 2013 Share Posted October 6, 2013 (edited) hi, i just wanna create an effect like this: a parting waters where, is not just something invisible colliding in middle, but the fluid in the borders moving upwars, like if a strong force is pushing water and then, water moving upwards... i dunno if im enough specific... any sugestions to do this? Edited October 7, 2013 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 6, 2013 Share Posted October 6, 2013 have you tried slaming some flip fliuds into an invisible geo? Quote Link to comment Share on other sites More sharing options...
bandini Posted October 6, 2013 Share Posted October 6, 2013 Maybe use a pop solver in conjunction with the flip solver? Group particles into two groups, based on which side of the parting effect they are on. Use two different force directions for each particle group, to make them split apart. Using forces, rather than velocity of collisions seems like the way to go to get the most natural results. 1 Quote Link to comment Share on other sites More sharing options...
Hudson Posted October 7, 2013 Share Posted October 7, 2013 I agree with Bandini. altough I would go for vel fields rather than operating in particle level. Much faster 1 Quote Link to comment Share on other sites More sharing options...
old school Posted October 7, 2013 Share Posted October 7, 2013 How realistic do you want to go? It could be anything from two undulating surfaces and creeping geometry sprites upward (cartoon look) to using two key forces to motivate a flip sim (realistic look) or anything in between. 1 Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted October 7, 2013 Author Share Posted October 7, 2013 (edited) thank you, yes, im going to do it photoreal, i was also thinking in velocity fields, do you sugest any specific tecnique? maybe something with a sop vector field... stay tunned Edited October 7, 2013 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
old school Posted October 7, 2013 Share Posted October 7, 2013 Parting water is put down as an act of God meaning you are getting rid of the gravity force and using your god-like forces. Therefore use a mask on the Gravity Force DOP to remove it from the area that you are parting. I find that if you have more than a couple forces shaping your sim, you will end up with a mash of forces and you loose control. Why not use a wedge shaped collider to literally drive in to the water, as you will. Your invisible "hand of God". The collide with flip shelf tool creates two fields for you in SOPs: collision and collisionvel. collisionvel will use the point velocities on your input wedge geometry so make sure to shape these velocities as you like. Use the same wedge expanded out to mask out the forces. See the attached example sketch hip file for one way to part your flip fluid and have the water flow up the walls. The simpler the better. That way you can lower the particle separation a lot and dial up the forces. flip_parting_the_water.hip Lots of room for improvement. - You can add a Mountain SOP or some other noise to the wedge to create interesting shapes. - Erode parts of the wedge to create partial collapsing of the walls only to reform the wedge and push the fluid back. etc. Hope this helps. 3 Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted October 8, 2013 Author Share Posted October 8, 2013 whoa haha yes is an act of the power of God, thanks a lot, old school, ill see it, it looks great Quote Link to comment Share on other sites More sharing options...
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