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dyei nightmare

any directions on how to create parting water?

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hi, i just wanna create an effect like this:

Katara_separates_the_waters.png

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... :P

any sugestions to do this?

Edited by dyei nightmare

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Guest tar

have you tried slaming some flip fliuds into an invisible geo?

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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.

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I agree with Bandini. altough I would go for vel fields rather than operating in particle level. Much faster

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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.

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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 by dyei nightmare

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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

post-371-0-24481700-1381189515_thumb.jpg

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.

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