Can we get more details on your waterfall scene?

i got the geometry from paul oblomov, he was trying to simulate a waterfall, hitting may problems. i spent some time to this scene, trying different setups and the more important changing the splash system.
about the settings, the title of the video “spr5 mist5 split03 fff01” contains the most important, here is the meaning
first, all the scenes are made with affect liquid =1, this will be the default value, it means that the liquid, splash, and mist can be converted in each other, actually the liquid is split into three particle groups, you can see this as kind of adaptive resolution
spr5 - splash birth rate 5. this means each liquid particle is turned into 5 splash particles when satisfies the conditions for this.
mist 5 means each splash particle will be split into 5 mist particles after certain time.
split03 this controls the split speed, i.e. how fast the splash particles are converted into mist.
fff01 means “by free fly=0.1” this parameter controls how important is the free fly of the liquid for the decision whether to be converted into splash or not. 0 means totally ignored, 1 means absolutely obligatory, 0.1 is relatively low value, because of this this waterfall has less splash then the other videos.

Thanks…when you say “there is no geometry” does that mean it is an atmospheric render?

yes, the entire waterfall is rendered with the particle shader, the liquid particles in splash mode the mist particles in point mode, the splash particles i tried in both the modes, in splash mode you get better transition on the waterfall edge, but is slower.

And you can get smth like this in the end :slight_smile:

Bravo, any chance of a peek at the settings?

Here is the scene. Enjoy :slight_smile:
http://rghost.ru/private/7MJDcPXjR/1d854722f3dc4277560f3264aa5912e2

Really appreciate you sharing this, thanks!

Awesome…so generous. Thankyou

just keep in mind that is still not released :slight_smile:
for example yesterday a bug was fixed that was causing splash birth on places that are considered not suitable, of course this will affect the simulation

Done with the same method.

Hey there, I am having no luck with a waterfall and would LOVE to see those settings / sample file again if they could be put back up there.

It would really really help me along my way with this challenge.

Thank you.

I’m with stelees, Would love to have that file re-uploaded or an updated to these waterfalls. I just cant seem to get the same result with the waterfall preset and I have looked all over the internet for a tutorial on how to do something like this.

@Ivaylo_Katev is this possible for you to dig up that sample file or upload something that uses this approach?

Thanks.

If you guys can show what you are getting and your settings, we would be able to help much quicker than preparing a new scene that might not fit what you envision. A lot has changed since the original setup from the thread was made, so even if it’s found, it would most likely simulate quite differently.

Hey there, it is not so much not being able to achieve a waterfall effect - it is the process outlined here that I really want to explore, I just don’t understand.

This comment was posted “Thanks…when you say “there is no geometry” does that mean it is an atmospheric render?”

This was the reply “the entire waterfall is rendered with the particle shader, the liquid particles in splash mode the mist particles in point mode”

What does that mean? The end result is amazing and I want to try and replicate it, I just don’t get the process - no geo, rendered only with particle shader?

If someone could elaborate on that, PERFECT :slight_smile:

I’m not really sure how it could be elaborated more. you use the particle shader object to render the water - like how splashes are set up, but it uses all the particles. the mesh from the simulation is not used.

Use this - https://docs.chaosgroup.com/display/…er+%7C+PHXFoam
and set the liquid particles to splash mode. disable the mesh rendering of the main sim.

Thanks @Neilg Here comes possibly the dumbest question you will see all week. If the mesh is disabled at the time of rendering, what renders for the water where there are ‘calmer’ sections of the waterfall - i.e. the part leading up to the edge. i.e. if the camera follows the water down from the top a bit.. catching some splash on rocks and then over the edge. Where is the actually body of the water rendered from.

I have the 4 shaders in the scene. Liquid and Splash - as Splashes, Foam as Bubbles and Mist as point. The water itself if being rendered as splashes and the mesh disabled is the stumbling block in my head.

What I understand is that it is using the total simulation’s particles, that is, all of what you can can see if you enabled the mesh.
When you disable the mesh and use just the particles you get the ‘impression’ of the waterfall without having any actual geometry.
You will not therefore see that calmer water as it is not rendering the mesh itself. You would need a separate comped render for that.

Disabling the mesh, is that just setting it to volumetric in the render mode?