Jump to content

Whitewater for High-Pressure Water Simulation (Fire Hydrant)


zbugni

Recommended Posts

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:

WhitewaterDefault_17.thumb.png.4aa7aabcd17a498a275a4142bd7fc357.png

I don't really know where to start, and would appreciate feedback from anyone with more experience.

My .hip file is here: HydrantHelp.hipnc

Link to comment
Share on other sites

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,

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.WhitewaterCustomSource.thumb.png.75515d5dad94af0aa0c309c6cbf7141b.png

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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...