Water works

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Water works // Image Gallery

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Post by Asem // Jan 29, 2006, 1:28pm

Asem
Total Posts: 255
I have a scene I'm woring on and am working on it in, little bits. I have a fountain that I thought I share this animation. It's still a little rugged and didn't really finish. enjoy, give me any ideas.

Note: the animation should had really start a little later in frames so you'll get the idea at the last second.

Sorry its short

Post by noko // Jan 29, 2006, 3:57pm

noko
Total Posts: 684
I like it, what did you use to create effect?

Post by Asem // Jan 29, 2006, 5:37pm

Asem
Total Posts: 255
Thanks, I used two particle generators one the was a ring that emitted through the vertices and one that was a point. Used caustic and GI.

Post by Asem // Jan 29, 2006, 5:40pm

Asem
Total Posts: 255
It was trueparticles except I hope to possibly create something better using the new scripting abillities or maybe the api.

Post by rj0 // Jan 30, 2006, 9:59am

rj0
Total Posts: 167
Hmmm,


All I get is "attachment.php", which then doesn't download.


OK, got it, :) now what codec is it? (It's playing blank.) :confused:


rj

Post by daybe // Jan 30, 2006, 11:02am

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Total Posts: 562
pic
That's pretty cool, never thought of doing that.

Post by noko // Jan 31, 2006, 5:28pm

noko
Total Posts: 684
Thanks, I used two particle generators one the was a ring that emitted through the vertices and one that was a point. Used caustic and GI.


Thanks Asem for description, I've been experimenting with water effects myself, for now I use real digital recordings of water and adjust transparency and use displacement channel. It ends up faily realistic since it is actual water motion that is being displayed. I would like to go beyond what I have now and your method looks very promising. Thanks.

Post by noko // Jan 31, 2006, 5:59pm

noko
Total Posts: 684
Asem,


Here is example of water animation, adding your fountain would be very cool.

Post by Zeipher // Feb 1, 2006, 10:02am

Zeipher
Total Posts: 224
pic
How did you animate that water like that Noko? That's really cool. Must've taken a while to render. I saw the still image of it a while back, but didn't expect it to look so good animated.


Cool fountain effect by the way. Far too patient :) I'd have given up and settled for worse long ago :)

Post by Asem // Feb 1, 2006, 11:11am

Asem
Total Posts: 255
Nice effect Noko, I didn't think of doing that. I'll have to try that one. what rendering engine was it rendered in? Was it lightworks.

Post by noko // Feb 1, 2006, 11:28am

noko
Total Posts: 684
Thanks you two, I used lightworks and HDRI. All I did was take my digital camera and record Lake Apopka (I live next to a lake). Took a number of different views and compressed video to use as an animated texture. I figure you can't get as real as real water. In TS7 I used video as animated texture for both the color channel and bump map channel and Caligari Phong and played around with reflectance and also transparency with refraction.


I believe animation can be improved if I do some movement of top surface so objects actually have the simulated water go up and down on them in addition to animated texture. So still a work in progress but if it gives anyone some ideas great!.

Post by mrbones // Feb 1, 2006, 11:33am

mrbones
Total Posts: 1280
pic
Ok, You get the nobel prize for this one. We could have a magicBones character swimming around in there...

Post by frank // Feb 1, 2006, 11:40am

frank
Total Posts: 709
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Nice job, Noko!


The water appears to be moving faster than it should but other than that it looks very realistic!

Post by noko // Feb 1, 2006, 12:01pm

noko
Total Posts: 684
lol, swimming character would be kinda neat, would have to add the splashes though ;). Thanks frank :). I realized something about computer generated water, it is normally rendered in slow motion, what you see here is same speed as video taped, on a breezy day which probably gave alot of random waves. Anyways I tried to upload the rendered sized animation but I keep getting errors uploading file. It is less then 2mb, will try later.

Post by mrbones // Feb 1, 2006, 12:12pm

mrbones
Total Posts: 1280
pic
Heres a MagicBones sloshing around in ankle deep water. (http://www.callingmarvin.com/waterwave.avi)

Post by noko // Feb 1, 2006, 12:15pm

noko
Total Posts: 684
Cool, do you have the scene for that mrbones yet? What did you use for the generated waves? Dynawave?

Post by mrbones // Feb 1, 2006, 12:17pm

mrbones
Total Posts: 1280
pic
Yes, It is Dynawave, I dont have the scene for it yet. I might be able to locate it.



Cool, do you have the scene for that mrbones yet? What did you use for the generated waves? Dynawave?

Post by frank // Feb 1, 2006, 12:22pm

frank
Total Posts: 709
pic
Noko: would have to add the splashes though


Now there's a challenge. :)


The most difficult I can think of would be to do vertex-level blending between instances of meshes modeled like water but that would be a bit too linear and wouldn't work well without a LOT of instances and vertex manipulation.


A bit easier would be to use many boxes (or other simple object) with physical simulation and an initial velocity turned on, pointing up, and force adjusted according to the splash. Then you just play the simulation and let them 'jump' up at first and then fall and settle. After the simulation is done, you readjust the keyframes so that the animation takes places at the times the character hits the water. The next step would be to do swap out all the boxes with metaball spheres using the Global Replace tool.


Not as good-looking as Computational Fluid Dymanics but a lot cheaper.


[EDIT: Ok, ok - Blender is free and it now has a fluid sim but good luck with that one!]


:)

Post by noko // Feb 1, 2006, 12:30pm

noko
Total Posts: 684
How about this frank,


layer two surfaces, one with normal wave motion and second with splah motions. Use transparency for both so both will be visable and animation will be additive between both surfaces, naturally like in real life. Something I think I will try when I get the chance. I was also thinking of using this method with water fountain water going into the water below.

Post by frank // Feb 1, 2006, 12:59pm

frank
Total Posts: 709
pic
noko: Clever idea! If you do get around to trying this, please let me know your results! Thanks!
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