About Me

Not Specified
Not Specified


Recent Forum Posts

Whitewater, foam shading and rendering Oct. 22, 2013, 3:23 p.m.

Insane Jason! very very good shot!

Actualy, I'm stuck with a black screen when i render the cached particle bgeo whitewater(from the wave tank). I switched the “import_whitewater” node to “render only point” but nothing happens…??? am i missing something?

Looks pretty simple Joker, i'll investigate! Thanks a lot!

Whitewater, foam shading and rendering Oct. 21, 2013, 5:07 p.m.

Ok looks like i'll keep finding solutions right after posting here and asking for help. Actually i think thoses flat shapes are particles blocked by the flip tank roof…. Arghhh! re-sim again… I'm still open for advices and tips!

Whitewater, foam shading and rendering Oct. 21, 2013, 4:32 p.m.

A: Thanks a lot Jordan! that's helping me a lot. I tried to group by bounding box and add a delete node, it works good but if i have too much wave height some parts are going outside the bounding box and create holes. Maybe there is another way?

B: I have done a very basic simulation in order to test compositing. I'm very far from the whitewater i'm looking for but it's just for the test sake.
I'm having an issue, looks like whitewater underwater are included in the alpha and create these black shapes. i think i need to tweak more with the render settings.. (see attachement picture)

C: Video Link: []

This is a more complex sequence test. The Collision object's animation is far from perfect i'll modify it for sure. The splash doesn't quite look cool at this point snif. Maybe you guyz are combining rise animation with force fields? I really need a more spectacular rise splash. I don't understand why i have those flat waves at the biggest velocity level, from my general experience it sounds like a substeps issue…??

Is it possible to create the whitewater(shelf) with a cached Particle_fluid instead of a FlipTank object?