morteza Posted August 22, 2016 Share Posted August 22, 2016 (edited) Hi community I want to create a Dam released Water Effect , and I want to know which way is better and is correct method for this effect 1- simulate the water movement with POP then use it as emitter and advect velocity , then create a smoke solver for volume 2 - simulate the water movement with old fluid solver then use it as emitter , then create a smoke solver for volume 3 - simulate the water movement with Flip fluid then use it as emitter , then create a smoke solver for volume 4 - simulate the water movement with smoke solver , then use it velocity in a POP solver , then use the POP as a velocity update in Smoke Solver 5 - just use POP 6 - Just use Smoke Solver 7 - Just Flip fluid solver 8 - or a new way Base on your suggest Dam released water reference Thanks in advance Morteza Edited August 22, 2016 by morteza Quote Link to comment Share on other sites More sharing options...
Farmfield Posted August 22, 2016 Share Posted August 22, 2016 I would use particles and Pyro for the cascading stuff, FLIP fluids for collision - but I would set up and bake the particle stuff first. There's no reason for the cascading stuff to interact, it's all going in one direction, so that's why I'd go for particles. Then I would use those baked particles to drive the FLIP interaction, spray, whitewater, and bake that. Finally I'd do the pyro, because I would want it interacting (or at least inheriting velocities from closeby particles/FLIP). Not saying this is the best way, but it would be my initial approach. 1 Quote Link to comment Share on other sites More sharing options...
morteza Posted August 22, 2016 Author Share Posted August 22, 2016 Thanks Johnny for your advice I always thinking about my workflow and my tools because every 1 min thinking before every work save hundred hours after start . I have nearly idea about this effect workflow but I need some Consultation with you (freelance working issue) This is my first step I hope I can use your very useful advice Cheers Morteza Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted August 22, 2016 Share Posted August 22, 2016 Take a look at this thread if you haven't already. 1 Quote Link to comment Share on other sites More sharing options...
Farmfield Posted August 22, 2016 Share Posted August 22, 2016 Cool, I gotta check that thread too. Do to an upcoming project with RBD interacting with water, I've actually been in contact with Olivier Maury (who did the mentioned Siggraph demo) recently, about stacking solvers - as their Physbam FLIP solver and Plume can't exchange data at all, they layered the effect. So that's basically why I split it up as I did in my first port. 1 Quote Link to comment Share on other sites More sharing options...
morteza Posted August 22, 2016 Author Share Posted August 22, 2016 Thanks Luke it's very useful thread , it's a little complicated and advance topic , I hope to be able use that in my work Cheers Morteza Quote Link to comment Share on other sites More sharing options...
Farmfield Posted August 22, 2016 Share Posted August 22, 2016 (edited) I actually made a mistake in what I wrote. I would sim the spray and whitewater after the Pyro and import the gas velocities to get that feedback in the details. It's an airfield compromise, of sorts. So... Particles -> FLIP (affected by particles) -> Pyro (affected by particles and FLIP) -> spray & whitewater (affected by particles, FLIP and Pyro) Edited August 22, 2016 by Farmfield 1 Quote Link to comment Share on other sites More sharing options...
morteza Posted August 23, 2016 Author Share Posted August 23, 2016 Thanks again Johnny , short and useful advice I want to show my WIP here. I hope you like it Cheers Morteza Quote Link to comment Share on other sites More sharing options...
Farmfield Posted August 23, 2016 Share Posted August 23, 2016 You forgot to post a link. 1 Quote Link to comment Share on other sites More sharing options...
morteza Posted August 23, 2016 Author Share Posted August 23, 2016 (edited) 30 minutes ago, Farmfield said: You forgot to post a link. Not finished yet ,Now it's just Houdini construction plan my mean I'll show it in this thread step by step Cheers Morteza Edited August 23, 2016 by morteza Quote Link to comment Share on other sites More sharing options...
Farmfield Posted August 23, 2016 Share Posted August 23, 2016 Aah, cool. Would love to follow the progress. 1 Quote Link to comment Share on other sites More sharing options...
morteza Posted September 3, 2016 Author Share Posted September 3, 2016 (edited) Hi folk I have a little change in my plan ( Dam release shape ) this is my last result (not final steel in progress) If you have any idea about this effect please guide me password = odforce password = odforce @Farmfield I'm doing this effect with your suggest but when i understand my plan is changed i have to ignore POP level, because I think POP workflow is not necessary for this case but i'm not sure workflow image image sharing sites finally i have a huge flood shot in this sequence and i want be similar to the flood effect at Pixar's The Good Dinosaur Movie, if you have any advice about this effect i am grateful for your help Thanks in advance Morteza Edited September 4, 2016 by morteza Quote Link to comment Share on other sites More sharing options...
morteza Posted October 6, 2016 Author Share Posted October 6, 2016 (edited) Hi Community I want to show my result for this topic , before that i want to say i have to finish this work just in 2 week not even 1 day more, so I hope you understand me, 2 week deadline, me, my home PC for work, and a lot of hope for finishing this work in the right time, you can ignore the first 2 min of video and mute the music and narration and thanks to Johnny Farmfield and Luke for help """VIMEO Description Hi This video presentation is about to how work the Dams Disasters in Lorestan/Rudbar Dams .I'm done all the 3D parts, ((except first crazy space and solar system ) , Fluid simulation , Compositing and editing in 2 weeks as freelancer at homeMachine Spec , Dual Xeon 2650 v2 , 32 GB RAM Geforce 960 Software Used : Maya,Houdini,Nuke,After,Sapphire,Photoshop,DaVinci ResolveClients : Hara Co Edited October 6, 2016 by morteza Quote Link to comment Share on other sites More sharing options...
scaduxx Posted June 2, 2021 Share Posted June 2, 2021 i'm trying to do something similar, like water coming out of the hose of a firetruck, any tips how to approach it ? Quote Link to comment Share on other sites More sharing options...
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