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  • Watercurtain

    Hallo did anyone of you ever have to render a building with a watercurtain as a fassade ?

    any way to do this with realflow or with particleflow ? hmm, realflow would be much much to slow i think for a building with about 25 by 25 meter

    any ideas ?

    if not, photoshop will have to do the job

    Tom

  • #2
    hi,
    i would vote for the photoshop option.
    if its an animation you could buy artbeats footage of an waterfall.
    Reflect, repent and reboot.
    Order shall return.

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    • #3
      Vertically stretched Animated noise texture along a flat box used as a bump or a displace maybe...

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      • #4
        Hi Joconnel,

        Well i tried the noise variation by myself allready, and i think its a good way to simulate the water running down the fassade..

        thanks..

        i hope, ill soon be able again to post immages..


        Tom

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        • #5
          one of the tricks isnt only to animate the phase of the noice but also the offest of the map in the correct direction for the noise to be going down. (this tip is also appropriate for people doing ripples in water with noise or smoke. animate both the offset and the phase to get more realstic motion of ripples

          ---------------------------------------------------
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          stupid questions the forum can answer.

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          • #6
            i've found this to be a really, really hard thing to pull off - and i've recently had some projects where i have had to do this and i've got to say i've failed...

            I went over the top, but still couldn't get the right results - the approach i took was to export the facade to realflow, and simulate some falling water down the face then export this mesh to max and render. The results weren't that good - maybe my water settings, but i think more because what my image lacked was the motionblur of the water falling.

            My tip, to really pull this off, would be a particle system or animated map that can blur like it would if you took a photo of something like this.

            i'm sure the most efficient way to do this would be to use a displacement or bump map however as joconnell points out.

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            • #7
              I have to do the same thing at the moment.







              Was given this image from the client as inspiration. Haven't gotten around to it yet. Will probably use some sort of stretched noise map or some map created specifically in photoshop.
              ____________________________________

              "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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              • #8
                Yeah, this kind of thing is an absolute nightmare to generate in a rendering.

                I had some moderate success once with building up some particle systems in Combustion and then using the results as transparency and displacement maps in Max.

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