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sliver

Rain water drips

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Posted (edited)

Great setup to start!

Now be carreful using the popadvectbyvolume and a raysop in this way create strange behaviour and you can t get some stream leaving the surface too. . Another condition should be added based on the slope, velocity or accumulation.

You could add more friction on the group, stretching the scatter box along the velocity with a wrangle like :

vector v = v@v * @TimeInc;
float d = dot( normalize(v@v), normalize(v@N) );

v@P += v*d * chf('mult');

 

I added some wind force with sin and cos based on @F myself to kill the straight and parallel streams than a prop wrangle to decrease the same after the Pop replicate (@pscale *= 0.95;) to mimic the form of a drip water sliding .

In this setup, in SOP the pscale is override on one stream output by the age, so another wrangle will be needed i guess. 

Atom anyway knows much more here :)

 

________________________________________________________________

Vincent Thomas   (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts

 http://fr.linkedin.com/in/vincentthomas

Edited by vinyvince

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