directable waterTag Archive -

Update on waves and tools

As I’m wrapping up another fun project, it is time for some long overdue updates on my blog.

I still haven’t found the time/energy to make that ‘build a wave animation’ screen capture. This is still very much in the planning but I’m going to stop promising it on a concrete schedule as more work is coming up shortly and there is only so much time in a day.

In the mean time, I’ve got some really cool tool development just about to get started, extending my efforts in water/object interactions and bubble advection so far, into a toolset that is able to create some really nice looking splashes and foam effects (both above, on and below the water surface). I’ll be adding the same spray and foam functionality to the breaking wave and ocean displacement tools as well, which should be really cool!

So, plenty to cool stuff on its way!

With a bit of luck I’ll find more time to keep updating the blog in the coming weeks than I have the last month and a half.

Cheers,

Erik

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volume based bubble advection inside particle fluid

While I planned my next post to be a movie of setting up a wave from scratch using my wave tools, I will post this fluid test first. As was to be expected a interesting potential job comes along that requires some quick R&D, so I had to do this first. That said, I’m quite far in my setup for recording the wave tool movie so that’s definitely coming up soon…

In this test I’m filling a box with water using a particle fluid sim. It has 5 emitters at different positions and angles. For this kind of effect I think particle fluids look better than volume fluids as you get nice splashes. However, there is a distinct advantage for using volumes as the velocity fields in a volume sim can be very nicely used to advect additional particles, for example to add bubbles to the water.

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Gerstner waves interacting with objects

Hi,

It’s been too long since my last blog, but I guess that’s what you can expect of ‘internal’ projects, they get pushed around endlessly. Anyway, FMX was great and it was cool to see my wave tools shown as part of the Houdini Master Classes.

In the coming days I hope to post a short video walkthrough on using the wave tools to create a breaking wave animation live :) .

In the mean time I’ve done a test I’d been planning to do for a while now. It’s all fun to have ocean wave displacements that look ok, but without interactions with objects in the water its quite limited. So I had some idea’s on adding some stuff to create wave-object interaction without having to run a full fluid sim. In the end the goal is still to create water tools that are as much as possible interactive.

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