Dam rapture

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Srieg
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Joined: Fri Feb 05, 2016 11:20 am

Dam rapture

Postby Srieg » Fri Feb 05, 2016 11:32 am

Hi guys!
I am working on this project where I am simulating a rapture in a dam. You can see the current progress here: https://vimeo.com/154044976
Now I want to add some additional splashes to the upper part of the rapture (as skillfully drawn on the upper picture). And since I am pretty new to RF I don't really know how.
Main main water is done with hybrido and now I am thinking of adding one additional dyverso system just to simulate the upper splashes. Thus far I had no success in doing so. Can anyone shed some light on how such a thing can be achieved?
Tnx
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HooverDamRapture02.jpg
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HooverDamRapture01.jpg
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ChristianZ
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Re: Dam rapture

Postby ChristianZ » Sat Feb 06, 2016 11:45 am

Hi

I would not recommend to mix two different solver systems like the hybrido and dyverso in the same simulation. Hybrido has all the ingredients that you need with spray and foam. Actually, I think a large and highly pressurized water stream as this one would appear to be almost exclusively white water in reality, so spray. Anyway, one way to change the stream of water is to use multiple emitters with their own objects serving as emitter and individual settings for speed, jittering and so on. In this way you may be able to have more control and can bring in some random-looking streams on the top or on the side of the main water body. In your 3D software you could for example draw the objects that should give the stream and export them as single objects. Then attach separate hybrido emitters to them.
This example below does not look good, but you could also make smaller circles on top of the main stream etc., you get the idea.
Image
Image
RF10 standard, System specs: OSX 10.11, MacPro 4.1 2xXeon, GTX980Ti, 64 GB RAM

Srieg
Posts: 5
Joined: Fri Feb 05, 2016 11:20 am

Re: Dam rapture

Postby Srieg » Mon Feb 08, 2016 12:49 pm

Thanks for the advice!
So you are saying that I should just make emitters different and run a new sim? Isn't there any way where I could use allready simmed stuff and just use it as collision object with the new sim?

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ChristianZ
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Re: Dam rapture

Postby ChristianZ » Mon Feb 08, 2016 1:19 pm

Sure, you can set the previous emitter to "cache" mode (yellow mode). Cached nodes are able to interact with other nodes, but they cannot be influenced. Therefore, it can happen that the interaction looks different than expected, for example much more explosive and un-natural.
RF10 standard, System specs: OSX 10.11, MacPro 4.1 2xXeon, GTX980Ti, 64 GB RAM

Srieg
Posts: 5
Joined: Fri Feb 05, 2016 11:20 am

Re: Dam rapture

Postby Srieg » Mon Feb 08, 2016 8:52 pm

hm, yes, I was trying this. Its a bit difficult to hide the emitter so you won't see it in the final comp. And since my main water is emitted inside a "chamber" (see picture) I think it has no place to emit. I don't know. Its really my first realflow project ever :) Will try to fiddle arround some more.
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scene3.jpg
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Srieg
Posts: 5
Joined: Fri Feb 05, 2016 11:20 am

Re: Dam rapture

Postby Srieg » Tue Feb 09, 2016 8:33 am

Ok, it seems that if you animate the speed (basically to turn emitter on on a particular frame) and you do it with stepped curve it goes a bit insane. Thats why I had really strange resaults. Now I've made the curve with bazier and it works fine.

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ChristianZ
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Re: Dam rapture

Postby ChristianZ » Wed Feb 10, 2016 6:52 am

It is good to hear that the project is making progress.
Regarding rendering, here is an example for rendering white water, no polygon mesh used at all:
https://vimeo.com/35943420
RF10 standard, System specs: OSX 10.11, MacPro 4.1 2xXeon, GTX980Ti, 64 GB RAM

Srieg
Posts: 5
Joined: Fri Feb 05, 2016 11:20 am

Re: Dam rapture

Postby Srieg » Fri Feb 12, 2016 10:08 am

It looks nice, but you probably need shit load of particles to pull off something like that. Actually he says that it peakd ~50mil, while I have arround 2mil :) I am exporting .prt though and I'll give it a try. Maybe it turns out ok.

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ChristianZ
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Re: Dam rapture

Postby ChristianZ » Fri Feb 12, 2016 10:18 am

To simulate 50 and more millions of particles in the simulation soft would be inefficient (although sometimes it is done for VFX movies with the budget). But the RF render kit and Krakatoa allow to increase particle number at render time, so that the visual appearance of a solid body of water can be improved.
RF10 standard, System specs: OSX 10.11, MacPro 4.1 2xXeon, GTX980Ti, 64 GB RAM


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