Making Splash

Hello, I am doing test on a scene where water is colliding with an object to create splashes. I use particles emitter without fluid container with Uniform Field, Turbulence and gravity acting on it. The particles shapes are streak with tailfade. I placed an object close to the emitter.

I have two questions:

The effect comes out un-natural. It looks like the emitter is shooting lines at the object and then bounces off vertically in certain directions forming a trail (not random enough or not fanning out). I tried to apply other fields like Newton to fan out the particles but it didn't work. Any suggestions?

My second question is the emitted particles is too scarce, I can't get that density of splash as if a strong wave collide with the object even increasing the rate of emission. Do I have to use 3D container? Is there another approach on this?

Please help, Thanks

Hi,

You know, a good splash is realy difficult to do without a special soft like realflow.
You have Glu3d plugin for maya who works well to.

With particules the best field for you is a radial i think (in sphere volume)
it will push away your particules and the gravity to of course with a strong value sometime (don't be afraid to boost your fields to 50 sometimes more !)
you have the way to connect a little radial into eatch particules to keep them away from eatch other like a real liquid.

i don't understand well your second question

good luck
Jaz

Hi, Thanks for getting back to me. Do you know where I can get Glu3D plugin? I just got RealFlow, I will spend sometime playing around with it. Is there a good tutorial site that you can recommend?

I will try out the radial field.

Back to my second question, I was trying to simulate the effect of splash as the water crest crash with the object. As you know, the splash consist of foams at the bottom and mist at the tip. The bottom of the splash (crest foam) is dense with water and the water breaks up into finer droplet (crest mist) at the tip of the splash. My question is how can I make my particle emission dense enough near the emitter and then gradually diffuse into mist (I might need two different emitter?). My problem is I can't emit enough particles even I boost up the emission rate. I didn't tackle this with fluid dynamic because I thought it would be harder to control the motion of the splash.

The next question that I have is I can't get that thrust of splash at the instant of water collision.

I know I sound ambitious, but I really want to get this thing working.

Thanks,
Albert

Hi,

Well, i am not sure to understand well all that you want but i think.

Don't try to do all with the same particules !
Do the splash with realflow,
do the myst with fluids (and mask fading in compositing)
do the foam with a texture or an other kind of particules
....
separate all.

Find a good reference in video to work better
To have more particules emit near the emiter,
use the life of the Particules.
they die quicly and you will have this

For the foam, it is abig spash ! fluids have good foams
try to compose in your compositing software. Alle in same time will be difficult.

For the splash realflow is good.
Glu3D (www.3daliens.com) is not ass powerful.

Tutorials of RF, there is good one on the website (nextlimit)
and the better is to get the DVD realflow by digitaltutor

I hope it will help you
Jaz

Thanks!