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  • churning water around a sinking ship

    Posted by Tom Schmidt on August 11, 2008 at 9:28 pm

    ‘m animating a ship sinking, and want to have the water around it be churned up with the kind of foam and turbulence you’d see as the air escaped as the ship went down.

    I’m using a combination of C4Ds standard particles with Pyrocluster.

    I don’t need the sophistication of Thinking Particles, since I’m just using particles as a way to disperse the Pyrocluster voxels.

    The problem is that it’s coming out looking like ‘smoke on the water’ rather than something churning.

    I know Pyrocluster isn’t a fluid dynamics engine, but this is one of those things that’s seems fake-able enough. At least it seems like it would be. (my camera will be handheld and zooming in and out)

    Am I going about this the wrong way? Should I be using Pyrocluster to fake this?

    Perhaps Add-The-Sea instead? If so, then tips there would be helpful. It’s a bit of a chore to get it to cooperate.

    Randy Johnson replied 17 years, 11 months ago 2 Members · 3 Replies
  • 3 Replies
  • Randy Johnson

    August 12, 2008 at 3:40 pm

    Add the sea wont give you anything like that.
    I would approach the foam with animated textures… displacement and bump with a wavy noise or something…mixed with visible lights and particles that get destroyed at the waterline….

    If you need more detail spheres from an emitter in a metaball would give you a fluid movement that you could try to have float along the surface would give you an nice effect too with a horrable render time…most likely too long and cpu intensive.

    The best option is the dpit plug in…i recommend that for everything these days.

    /randy

  • Tom Schmidt

    August 14, 2008 at 9:44 pm

    I ended up using a combination of the proximal shader combined with noise as a layer in the displacement channel, as well as a variation of it added as a bump to give the water some extra texture. I then added some misty pyrocluster attached to C4Ds basic particle emitter to simulate spray.

    With all the camera motion I’m using, it works. It won’t hold up to scrutiny if the camera’s locked down, but that’s not the dynamics of the shot, thank goodness.

  • Randy Johnson

    August 15, 2008 at 5:55 am

    Sounds…complicated. It would be cool to see it.
    /randy

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