Hello! Trying to figure out how best to tackle an animation with muddy silty water flooding a dry riverbed, and carrying with it lots of branches, debris, and sediment. Something like around 3:20 in this video, but much smaller scale with less debris in the water: https://www.youtube.com/watch?v=oWHvi_tW-rg
I'm using PFD 3.x for Maya and don't do fluid sims that often, so am hoping there's a simple-ish approach. What I'm stumped by is how to get debris to move with the muddy water and keep pace with it, like how in the linked video the debris and water seem to be one single entity. An initial thought was to set up a MASH bullet sim for a bunch of debris getting pushed through the riverbed channel, make an alembic out of that, then run a PFD water sim through the same channel, having it collide with the alembic bullet sim. Or, if the bullet sim isn't working well, I'd hand animate a bunch of debris so it's not as dense and I have more control. But it will be hard to match the pace, and I'm stumped on how to get the PFD sim's material to not look too clean/smooth.
Any thoughts on this, or other ideas/approaches I should consider? Are there ways to "attach" things to an existing PFD water sim, particularly a material with image textures (i.e. diffuse, normal, displacement, etc.) that moves and deforms with the sim?
Thanks in advance for your help!
I'm using PFD 3.x for Maya and don't do fluid sims that often, so am hoping there's a simple-ish approach. What I'm stumped by is how to get debris to move with the muddy water and keep pace with it, like how in the linked video the debris and water seem to be one single entity. An initial thought was to set up a MASH bullet sim for a bunch of debris getting pushed through the riverbed channel, make an alembic out of that, then run a PFD water sim through the same channel, having it collide with the alembic bullet sim. Or, if the bullet sim isn't working well, I'd hand animate a bunch of debris so it's not as dense and I have more control. But it will be hard to match the pace, and I'm stumped on how to get the PFD sim's material to not look too clean/smooth.
Any thoughts on this, or other ideas/approaches I should consider? Are there ways to "attach" things to an existing PFD water sim, particularly a material with image textures (i.e. diffuse, normal, displacement, etc.) that moves and deforms with the sim?
Thanks in advance for your help!
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