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.

::Water.Fluids, blog

fluids waterfall


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)

::Particles, ::Water.Fluids, blog

houdini waterfall levelset 1 setup


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.

::Particles, ::Water.Fluids, blog

crashing wave setup


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.

::Particles, ::Water.Fluids, blog

new old waterfall designer tool



p style=”text-align:center;”>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

::Compositing, ::Shading.Rendering, ::Water.Fluids, blog

waterfall 3d to 2d to 3d


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:

::Compositing, ::Matte Painting, ::Particles, ::Water.Fluids, blog

concept matte painting