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  • water splashes falling debris

    Posted by Austen Mathieson on December 14, 2007 at 5:15 pm

    hi all, in after effects 7, is there any way to add to footage of water, an effect of water splashes from falling debris like bricks etc???

    i also have 3d studio max but am not fluent with it yet.

    thanks

    austen

    Austen Mathieson replied 18 years, 5 months ago 2 Members · 4 Replies
  • 4 Replies
  • Kevin Camp

    December 15, 2007 at 4:51 am

    yes… how familiar are you with particle generators…?

    you will want to use a particle generator to create a splash like ‘explosion’, about the size that one brick would make. i would suggest a 3d particle system like cc particle world (included in the ae pro bundle) or trapcode particular.

    animate the birth rate to create a short burst of particles with a short life span in an outward direction. once you create something you like, i would render it out and import back in (this will save a lot of render time as you work things out). you’ll then be placing the splashes where the bricks hit the water.

    if you need to generate the bricks too, you’ll probably want to create the falling bricks in 3ds, a true 3d application’s particle system will give you fully independent tumbling bricks. but you could create a few individual tumbling bricks in 3ds and use those renders as particles in an ae particle system. check out the medical zoom tutorials on videocopilot.net, andrew kramer creates a tumbling blood cell in 3ds and uses it in a particle system in ae to create a stream of blood cells.

    if you have particular you can actually set the brick particles to trigger the splashes as the hit the ‘bounce’ plain, so you wouldn’t need to place the splashes by hand.

    Kevin Camp
    Designer – KCPQ, KMYQ & KRCW

  • Austen Mathieson

    December 15, 2007 at 1:13 pm

    Hi Kevin, thanks that’s what I was hoping someone would say. I have particle world and trapcode particular so I’ll try out the trapcode 1st. I’m pretty good with that plug-in. Never used the bounce as usually need the air function but I love a challenge.

    Thanks

    Austen

  • Kevin Camp

    December 17, 2007 at 1:44 pm

    since you have particular, if you use it to create the falling bricks and trigger the splashes by using the bounce physics model, you’ll have two options (well, maybe more, but 2 i’ll mention).

    the easier method is to let particular create the splash… switch the physics model to bounce, set the ‘floor’ plane layer and set the it to ‘kill’ the particles. this will end the particle life of the falling bricks as they hit the ‘floor’ plane. now you can set the aux system to ‘at collision event’ and choose a particle type and set teh parameters to resemble a splashe. now each brick will cause a splash as it hits the floor.

    if you try the above method, you’ll notice that the ‘splashes’ aren’t as real as you might like. this is largely because you can’t slow the particles down as the move outward like you can with the air physics model. you can, however, create more realistic splashes using the air model then define those as the splashes.

    to do this, you need to duplicate your falling brick system, leave all the attributes the same, except define the splash particle system (or rendered footage) as the main particle type and set to start at birth – play once and set the particle opacity to zero. then set the aux system to same as main particles. this will give you your better splashes every time the bricks hit.

    you may want to link some emitter properties to the original brick system… like birth rate, emitter position, size etc. that way when you make changes to the brick emitter, the splashes will still match up.

    Kevin Camp
    Designer – KCPQ, KMYQ & KRCW

  • Austen Mathieson

    December 17, 2007 at 6:09 pm

    That’s great, thanks Kevin. Much appreciated. I’ll try that now.

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