thats idea for an setup which i had back in avatar days when was working on the waterfall sequences. the waterfall setup in houdini is much easier. the data in houdini is much better to control. i am using 2d version of mountian texture to drive the mass and the velocity of the particles. i am faking air pressure with same vop pop operations. the result is pretty fast and under good control, i get the shape which i wanted. the color show different level like density, pressure etc…
the next step is feed all the data into mantra rendering. mantra works wuite well but for close of water –> i need a fast raytarcer like modo or vray. that will my next step. with current simulation setup i can push the details to the level i needed at still pretty fast sim times.
(its little slow, just realize the paramters –> final output should have the correct speed)