zbugni Posted February 29, 2020 Share Posted February 29, 2020 Hello everyone. I'm trying to make a simulation of a fire hydrant spraying water at a high velocity. I'd like my effect to look something like this: FireHydrant1.jfifFireHydrant2.jfif I have the FLIP fluid behaving how I want it to, but the water looks too clear. I would assume that whitewater could fix this. However, I don't know which settings I would need to change for the whitewater to encompass the entire fluid shape like it does in my reference pictures. When I use the shelf tool, whitewater is only produced on the leading edge of where the water is first sprayed, like this: I don't really know where to start, and would appreciate feedback from anyone with more experience. My .hip file is here: HydrantHelp.hipnc Quote Link to comment Share on other sites More sharing options...
DonRomano Posted March 1, 2020 Share Posted March 1, 2020 You should add a custom ww source at the same location as your water source. It will source whitewater into the fluid and not only in the edge. Try to play with your basics source settings, like remapping speed etc.. to see where your ww is sourced. Go also check this, it should help you understand how ww works : https://vimeo.com/314859863 Cheers, Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted March 2, 2020 Share Posted March 2, 2020 hey @zbugni, If you have the FLIP working how you want it, you should try to use that instead of making whitewater. Don't mesh the FLIP but treat it as whitewater. Render the FLIP as particles and/or as rasterized volumes and you'll have the look you want from the picture. Make sure you are using the whitewater shader though Quote Link to comment Share on other sites More sharing options...
zbugni Posted March 3, 2020 Author Share Posted March 3, 2020 On 3/1/2020 at 9:26 AM, DonRomano said: You should add a custom ww source at the same location as your water source. It will source whitewater into the fluid and not only in the edge. Try to play with your basics source settings, like remapping speed etc.. to see where your ww is sourced. Go also check this, it should help you understand how ww works : https://vimeo.com/314859863 Cheers, @DonRomanoThank you, I used the process shown in the whirlpool example from the video to make a custom whitewater source. Not a fantastic render, but the idea is working. It just needs more whitewater all around, and I'm not sure what parameter I could change to achieve this. Quote Link to comment Share on other sites More sharing options...
zbugni Posted March 3, 2020 Author Share Posted March 3, 2020 23 hours ago, Diego A Grimaldi said: Don't mesh the FLIP but treat it as whitewater. Render the FLIP as particles and/or as rasterized volumes and you'll have the look you want from the picture. @Diego A Grimaldi That's a fantastic idea that gives me the exact effect I wanted! However there's one problem I'm having: In the video I'm making, the water starts spraying from the hydrant at a rapid rate, then slows down and eventually stops. So the water wouldn't be all white the entire time, only in the beginning. Maybe I could just have two copies of the fluid object, one shaded as whitewater and the other as regular water, then just fade the whitewater out? Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted March 4, 2020 Share Posted March 4, 2020 Yea the easiest would be to have different layers of water and blend in comp as you see fit Quote Link to comment Share on other sites More sharing options...
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