nicolas.schlafer Posted September 9, 2020 Share Posted September 9, 2020 Hello, I need to produce fluid animation to get close to this reference picture: The left side should be a very soft wave hitting and bouncing on the bottle, the right side should be a bit more agitated water but still very smooth in general. My dilemma is that i'm hesitating between "faking it" and using a mix of ripple solver and other "non-sim" ways to deform a mesh, or to go for full on flip sim. From what i tried already, and what i read, having very calm/subtle flip sim is not easy to achieve at all, so i was thinking for now that the first "faking" solution would be more appropriate. I would be very interested to know how you would approach this situation. As an example, this is what i'm getting for now for the left side with a simple ripple solver and some caustics. The caustics helps a lot to make the render interesting but the movement of the ripple is a bit boring for now. Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 9, 2020 Share Posted September 9, 2020 here inside you have Ripple Solver...Hope it Helps https://forums.odforce.net/topic/46281-ripple-effect-rebounds/?do=findComment&comment=216436 1 Quote Link to comment Share on other sites More sharing options...
nicolas.schlafer Posted September 9, 2020 Author Share Posted September 9, 2020 Thank you for your example file Librarian, it will for sure help me to refine the ripple solver part! 1 Quote Link to comment Share on other sites More sharing options...
nicolas.schlafer Posted September 9, 2020 Author Share Posted September 9, 2020 One other option i forgot could be an Ocean Spectrum, here a first test using this method, looks probably close enough to avoid a flip sim. test: 1 Quote Link to comment Share on other sites More sharing options...
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