bestxhh Posted February 3, 2016 Share Posted February 3, 2016 This is a reference mov Hi guys I have a logo model ,Rise from the water Its surface is very flat and very flat, and the speed is very slow. It was only the surface flow down some of the water is very small it is ugly How do I make it appear to be very beautiful splash I am very stupid I have been doing it for three weeks. Asking for help Thanks.. test.hip Quote Link to comment Share on other sites More sharing options...
bifrost Posted February 4, 2016 Share Posted February 4, 2016 Just saw your file. Here are some pointers. Resolution in your fluid is pretty low. The point count is mere 268,603 which is nothing in comparison with some production level sims in which particle count can go up to as high as 100,000,000. Although highly situational, I would switch reseeding off because it creates particles where there are no or less particles. If your initial particle count is high, you can get pretty accurate results with reseeding off. You can also play with some settings in 'Stick On Collision' so that fluid sticks more to the object returning a huge scale feel to it. After your base sim, you need secondary elements like foam and mist. You can do that from the shelf tools or create a manual network for it. Render. Voila! There is a very good lesson by cmiVFX on the very topic explaining all the fundamentals. (https://cmivfx.com/store/601-Houdini+Fluid+Dynamic+Pipelines) Hope this helps. Quote Link to comment Share on other sites More sharing options...
bestxhh Posted February 4, 2016 Author Share Posted February 4, 2016 Just saw your file. Here are some pointers. Resolution in your fluid is pretty low. The point count is mere 268,603 which is nothing in comparison with some production level sims in which particle count can go up to as high as 100,000,000. Although highly situational, I would switch reseeding off because it creates particles where there are no or less particles. If your initial particle count is high, you can get pretty accurate results with reseeding off. You can also play with some settings in 'Stick On Collision' so that fluid sticks more to the object returning a huge scale feel to it. After your base sim, you need secondary elements like foam and mist. You can do that from the shelf tools or create a manual network for it. Render. Voila! There is a very good lesson by cmiVFX on the very topic explaining all the fundamentals. (https://cmivfx.com/store/601-Houdini+Fluid+Dynamic+Pipelines) Hope this helps. Hi, thank you for your help It's just a simple hip In reference to the video when logo hit the water, there will be a beautiful splash I did it for three weeks, but I didn't get a good result. But my object velocity is very slow and object surface very smooth. I think there will be only water in the real world. I don't know how to let logo appear this kind of only high speed impact will appear splash Quote Link to comment Share on other sites More sharing options...
Federico Posted February 5, 2016 Share Posted February 5, 2016 Like bifrost said you should increase your fluid resolution and remove the reseeding, also you should simulate the foam and the spray separated and render them as particles and not as volume. You will achieve a fantastic result by default. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.