bifrost Posted March 14, 2016 Share Posted March 14, 2016 Hey people! Recently I posted here asking suggestions on generating Gigantic Ocean Waves using geometries and people here were more than helpful. I am quite close to the result i.e, I will have a custom rigged ocean wave in a day or two. On to the next question that I wanted to ask. What would be the approach to generate particles from the geometry?! It's an ocean geometry so there is no flip involved and as a result there are no collisions. So what would be your approach to generate particles(foam) from this? I know I would need a trail SOP to compute velocity but what after that? How would you derive particles after? Ludwig Von was kind enough to share this paper with me which helped a lot in understanding a lot of concepts. https://renderman.pixar.com/view/wave-effects-on-surfs-up -bifrost Quote Link to comment Share on other sites More sharing options...
rbowden Posted March 14, 2016 Share Posted March 14, 2016 This thread could give you some ideas:http://forums.odforce.net/topic/13241-foam-patterns/-Ryan Quote Link to comment Share on other sites More sharing options...
bifrost Posted March 15, 2016 Author Share Posted March 15, 2016 (edited) This thread could give you some ideas: http://forums.odforce.net/topic/13241-foam-patterns/ -Ryan Hey Ryan! I did come across that thread yesterday but it mainly talks about how to generate patterns on the surface and similar techniques. What I have is a geometry moving across 3D space like a wave. See the screenshot below. And I want to generate foam where the wave is touching the ocean surface. EDIT - In short, I need to isolate the self intersecting area from that geo so that I have an area to work with to emit particles out from. EDIT 2 - So whitewatersource node, I need to find a way so it takes into account the geometry. I have tried with computing velocity and building SDF but no luck. Any clues regarding this? -bifrost Edited March 15, 2016 by bifrost Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted March 15, 2016 Share Posted March 15, 2016 i think based on the y pos you can isloate your part where you want to emit foam or spray particles, i still dnt know how you would go around with the curvature but y pos could be a kick start thing. Good luck Quote Link to comment Share on other sites More sharing options...
bifrost Posted March 15, 2016 Author Share Posted March 15, 2016 i think based on the y pos you can isloate your part where you want to emit foam or spray particles, i still dnt know how you would go around with the curvature but y pos could be a kick start thing. Good luck I did that using "invalid polygons" in PolyDoctor node. The node automatically calculates self intersecting areas and isolates them under the visualisation tab. Pretty neat trick. Now towards controlled particle emission. Quote Link to comment Share on other sites More sharing options...
Ahmed Saady Posted March 24, 2016 Share Posted March 24, 2016 Well i would love to know also how to do same of this effect and i was going to write about it today. So i hope if we can find good answers about this here. Thank you Quote Link to comment Share on other sites More sharing options...
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