I'm new to Phoenix and I'm trying to find a good starting point for creating a large scale river with different slopes.
Images of my base file: https://imgur.com/a/fHeuzPW
Image 1 shows the riverbed before I add water. Essentially I need to simulate water from the auto bridge down to the pedestrian bridge and the rocks define the extents of the water (ideally). It about 1,000 linear feet from bridge to bridge.
Image 2 shows my first effort. For some reason the water seems to be piling up in certain locations and not filling in the river bed, despite generating enough water to overflow the intended extents of the river up around the auto bridge.
Image 3 shows my Liquid Source Object. I started with a single box shooting water downstream, but I found that it was creating a lot of turbulence. So I decreased the velocity, increased the source surface area, and pointed the source polys straight down so that the water would just bubble out and follow the natural terrain. This is what generated the result in Image 2.
Down towards the pedestrian bridge, there is a waterfall feature that has a steeper slope than the rest of the area. I've tried created an initial liquid fill object so that I don't have to wait for the water from the source to fill the entire river, but I haven't been successful in this effort because of the variable slopes of the riverbed. I've also started dabbling in the cascade simulations so that I can shrink the grid down to a more manageable size.
What would be the best method of approaching this project? Is there a tutorial that I should check out (I've found a lot of ocean tutorials and then a small, uniform creek bed, but nothing that demonstrates how to go about creating a more organic, larger scale river.
Thanks!
Images of my base file: https://imgur.com/a/fHeuzPW
Image 1 shows the riverbed before I add water. Essentially I need to simulate water from the auto bridge down to the pedestrian bridge and the rocks define the extents of the water (ideally). It about 1,000 linear feet from bridge to bridge.
Image 2 shows my first effort. For some reason the water seems to be piling up in certain locations and not filling in the river bed, despite generating enough water to overflow the intended extents of the river up around the auto bridge.
Image 3 shows my Liquid Source Object. I started with a single box shooting water downstream, but I found that it was creating a lot of turbulence. So I decreased the velocity, increased the source surface area, and pointed the source polys straight down so that the water would just bubble out and follow the natural terrain. This is what generated the result in Image 2.
Down towards the pedestrian bridge, there is a waterfall feature that has a steeper slope than the rest of the area. I've tried created an initial liquid fill object so that I don't have to wait for the water from the source to fill the entire river, but I haven't been successful in this effort because of the variable slopes of the riverbed. I've also started dabbling in the cascade simulations so that I can shrink the grid down to a more manageable size.
What would be the best method of approaching this project? Is there a tutorial that I should check out (I've found a lot of ocean tutorials and then a small, uniform creek bed, but nothing that demonstrates how to go about creating a more organic, larger scale river.
Thanks!
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