Need help to create a shower water simulation

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Im trying to recreate this shower water siumualtion
https://ibb.co/Y2N8z8B [ibb.co]

i Made a grid to use its points as your particle sources

connected a pop net to it

In the pop net i mainly edited the POP Source

Source Tab: changed geometry source to "use first Context Geometry" to use grid points as sources

Birth Tab: Crank your "Const Birth Rate" a little up and change the "Jitter Birth Time" to negative. This made the points fall a little more unperfect

Attributes Tab: "Initial Velocity" gets setted to Set innitial v and than adjust the variance slightly of x and z. The points will not fall straight downward but a little left and right.
i added an additonal nodes like "popinteract" to get them a bit together if they are close or add some forces to mak their movement a little more random like a small "pop wind" or so

Outside the Popnet i added some additional nodes so the points get geometry.

added a "attributeadjustfloat" with a operation as "set initial" and Pattern Type as "Random" with Min/Max values to my likeing (this randomly changed the size of the "droplets")

added a "vdb from particles" node with quiet a small point radius and smaller voxel size.

added a convert vdb and set it to polygon to get the final geometry.

https://ibb.co/TPxDzsr [ibb.co]

what am i missing, are there any better tips to make it look better
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Joined: 4月 2024
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I would suggest making it look like a giant starbucks cup.

(jklol)



I really like the nine between videos on water simulations... Especially, this flip fluid video has a nice explanation of what flip fluids are and how/why to use them.

https://www.youtube.com/watch?v=DJfkTV3Pivc [www.youtube.com]

maybe, this could help you to make the drain for your starbucks shower.

good luck!

Attachments:
sb shower.jpg (7.4 KB)

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