i am checking out the new maya2012 fluids updates. the self attraction feature is good for pushing water over the edge.
in case of waterfall, it works, but it need a lots fine tuning and lots of work to optimize, because its really slow. its hard get air pressure behavior or a king of drag just with the velocity friction.
i think the particle based setup with secondary fluids support works best for waterfall. much better control and faster simulation.
anyway, interesting result.
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)
done in maya with nparticles and a same expression on collison, bounce and stickness.
sim time was 30 minutes on myold macbook for this 1000 frames.
this is first state of levelset. second simulation should triple the density and detail. overall is dirty fake for crashing wave. but the details looks promising and the simulation times are really fast.
i scattered some point for prepare meshing and rendering in modo fo this first levelset.
i had time to optimize my rig for old project:
this is a quick demo of realtime preview of my waterfall rig. the volume represents the implicitly volume rendering in renderman. i used couds shape to show in maya opengl the size and opacity of the implicit volume (renderman).
here example of my expressions setup for faking air pressure:
this is a screen of my adjustable volume emitter for my waterfall rig. i can fit the emitter to edge of the rocks and adjust the amount of water on each position with a ramp:
i hope i can post a video with all “water-structure” feature of my rig.
finally, i had finished sets of the nodes in nuke for my waterfalls. i can change the look of the waterfalls in realtime and place it in the 3d space in nuke. so i can fly around in 3d-space and place so many waterfalls i want… the rendertime takes about 5 seconds in nuke (incl. displacments) with this different waterrfalls. (all created with same base-layer).
here is a little test…. the waterfall rendered by my toolbox in maya as texture and projected and displaced in nuke on a plane… it works for a couple of shots….. fast and easy…. good base for 3d matte paintings… for the closer shots into the waterfall i´ll need detail rendering direct out of maya and renderman
i´m doing research for a new/old project… this is done with maya fluids…. it look strange, but interresting, i think …. its for a space-clouds.like project…. i have to add some deformation /animation to the outter edge and tune some parameters for smoother flow…
-one 2D animated matte paint (10k x 2k)
-one 2D still matte paint.
-five 3D rendered animated waterfall texture (2k x 1K)
-two real footage animated water-texture
there are lots of displaced objects in the 3d-space of nuke and workflow is still fast !
here is quick test for concept 3d-matte painting…
the concept-painting was created by a great artist at softmachine, my job was to transform the painting into 3d and add the waterfall in the background.
i´ve created a little mask for the painting and projected and displaced it on a plane with
nuke´s 3d-features to create a more dynamic 3d-feeling picture in the camera movement.
the waterfall created in 10 mintes with default-settings of my dynamic-scripts (maya and renderman).
and here the lowres video:
here is behind the scene of the stereo comp:
here ia another wip… a screeshot form the squence in nuke. its a 3d-composting, the plan to get a nice moving camera.. its a nice project to level up my skills of the 3d-features in nuke…
anyway, animated displaced surfaces in nuke are rocks !
here is a quick preview video
i am finish my waterfall-toolbox in maya…. and i´ve got now a rendered sequence.
now i am trying to get my waterfall into a mattepainting…
here is the first wip…. i have to work on the waterfoam…
check the mov file
i am testing different shadings in renderman for my waterfall-scene….
the new renderman for maya works very well with my new shaders….
a lots points particles and displaced primitiv.spheres…
here are few frames in motion with alles layer in one exr file…
here some pictures of the first full-dome feature film.
the hole film was rendered in 360 degrees format. i did the hole compositing, colorgrading and a lots of visualFx stuff.
this same samples of the work i did for the movie “back to gaya” aka “buu, sino and the schurks”.
my workmade pierre and i, we did render-optinmizing and all water and particlestuff for lots of shots. (Copyright © by Warner Brothers 2004)
realtime simulation for sewerage water using standart Lightwave3d7.0-particlesystem
this was test for back to gaya. i´ve made this test with my workmade pierre in maya and lighwave3d.
check out the shake tree: