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  • sheet or dome like water effect

    Hi everyone,

    so as you can see on the image i attached, the fluid is holding together at the begining but is breaking apart quite fast.

    I would like the water to mostly hold together but break up at some random places like it would in real life because of a bit of wind etc.

    Tried to play with the viscosity, surface tension etc but nothing seem to get me this sheet like effect im after.

    Any ideas?

    Thx!

    Jay.

    Click image for larger version

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  • #2
    as i remember when i played with the fountain scene (included in the samples) there was a dome effect , and i even tried to break it using randomisation of the source. the setup is not exactly the same, the water is directed upwards and the dome is formed when it falls.
    if you want to keep your setup, i think you need to increase the height of the source, and when the water is going away it will become thiner and thiner. another possibility is to direct a jet of water against a plate, this should produce also a dome effect i think.
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    • #3
      Hey there,

      well i cant really put the emitter higher because i have to respect our waterplay height and size etc..and the other method of using a plate i'll keep it for the worst case because i really want it to be simulated as it would in real life. :P

      I played with the temperature to change the density and so far it work pretty good need some tweaking but hey....pheonix just keep on impressing me, hope it will continue that way!

      Thx for the fast answer!

      Jay.

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      • #4
        Btw, is there any drawback to using the density to achieve certain type of effect?

        In this particular case, the more i up the temperature the more full the fluid is (less holes in the sheet) . But maybe this way i break up the natural ''real life'' behavior that water has, wich Pheonix is trying to mimic?

        For example, in real life, lets say you have a water jet, a spray and a dome like effect. The density is gonna be the same on all of them (i think?), its the same water flowing in the pipes same temperature etc. Its just nozzles that change or pressions etc that make the water act differently from one another

        Just wondering how it translate when you use a simulator.

        lol hope someone can understand what im trying to say!

        Thx.

        Jay.

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        • #5
          yes, the values of the liquid above 1 are unnatural, but if it works why not in the real life the water is incompressible.
          btw, try to change the advection type.
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          • #6
            I see!

            So if i understand, the more high the temperature, the more water (or cells) there is in a given volume. (more density) And it expend a bit faster too with more density right?

            Right now i can get a perfect dome/sheet like effect. And it look so close to the reference image i have its great. The fluid algorithm seem so powerful, when i render even the refraction is really close to the image.

            Only thing im not able to do is make the sheet break up the way i want at some point in its fall. :/

            It breaks up too much in a strand like pattern. So i tried playing with the randomize parameter but it brings a lot of noise at the begining of the effect wich is supose to be mirror like you know really smooth.

            Tried putting a noise map into the source temperature slot but that change the begining emission wich is perfect as it is...

            So tried putting a noise into the mapping tab in the temperature and also velocity to see if it would make holes into the water the more it fall but no luck.


            Im so close seriously, tried a lot of stuff. Here is a render.

            If i want the water to start breaking apart, lets say around the middle of its course, any ideas?

            Thx a lot i know i got a lot of questions.

            Jay.

            *EDIT* http://imageshack.us/photo/my-images/339/domeu.jpg/
            Last edited by jay_vortex; 06-05-2011, 01:14 PM.

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            • #7
              hm, in the first sims you water started to break near to the source, now (with compressed water) it breaks away from the source, the first idea that comes in the mind is to play with the liquid density to achieve the desired break distance.
              or your problem is not the break distance, but the break pattern?
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              • #8
                Yeah well playing with the density seem to be the best way so far yes.

                The problem is more the break pattern maybe yeah.

                One thing i have a hard time understanding what it does is the approach steps and action distance.

                I have read the docs but it does'nt explain what it does really, it more scientific i find.

                It seem to affect the liquid a lot but not really sure where to go with that.

                Jay.

                *EDIT* There's no where i could put a noise map to control the breaking?
                Last edited by jay_vortex; 09-05-2011, 08:29 AM.

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                • #9
                  perhaps the approach step should be hidden, this parameter has very little usage. the action distance means how much times to smooth the liquid, perhaps the name should be changed.
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                  • #10
                    I see, good to know. I've played a lot with these parameters, seem they have a big impact on performances and how the fluid behave.

                    Well, starting to loose hope lol. Thats sad... its so close!!!

                    Back to it..:P

                    Thx.

                    Jay.

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                    • #11
                      i still think you can try with a jet directed to a plate. you can make the source to be near to the plate, the outside appearance will be the same.
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