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3D Application Forums : Autodesk 3ds Max : Realistic Waterfalls???
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markham44
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Realistic Waterfalls???
Posted 07-Dec-2007 2:30 PM
Modified by markham44 On 07-Dec-2007  2:34 PM

Anthonyjackb...
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1435 Posts
RE: Realistic Waterfalls???
Posted 07-Dec-2007 3:21 PM
Modified by Anthonyjackbishop On 07-Dec-2007  6:12 PM

lol your asking for a far end of a fart lol in other words that is gonna be difficult to do look online see if there is a tutorials ppl are not here to do the job for you..... oh no please? just a blank box. any how i don't even think you read your repilies why are you waisting our time......

off topic my first keyboard thanks bruce i could kiss you lol

TimWilbers
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235 Posts
RE: Realistic Waterfalls???
Posted 07-Dec-2007 8:28 PM

Here is an example using a Particle Array, with a Plane as the emitter.

There are two Sphere objects with a Noise modifier that are used as UOmniFectors bound to the Particle Array. Tetra particles are used and in the Rotation and Collision rollout, the Spin Axis Controls are set to Direction of Travel/Mblur with a Stretch value of 6. Scanline renderer with Image Motion Blur, Duration (frames) at 5.0.

Particle Flow could be used as well.






Anthonyjackb...
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1435 Posts
RE: Realistic Waterfalls???
Posted 08-Dec-2007 8:56 AM
Modified by Anthonyjackbishop On 08-Dec-2007  10:35 AM


Tim


when you use the render does that water move down the cliff? sorry to get pissey but ppl answered this guy's posted (thread) but i doubt he/she reads them....








 

bhnh
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RE: Realistic Waterfalls???
Posted 08-Dec-2007 4:44 PM

Excellent tip, Tim.  Thank you!

A handshake will do just fine, Anthony. ;-)


Anthonyjackb...
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1435 Posts
RE: Realistic Waterfalls???
Posted 08-Dec-2007 4:54 PM
Modified by Anthonyjackbishop On 08-Dec-2007  5:03 PM

lol bruce are you sure a kiss would be nicer lol
TimWilbers
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235 Posts
RE: Realistic Waterfalls???
Posted 08-Dec-2007 6:14 PM
Modified by TimWilbers On 08-Dec-2007  6:19 PM

Yes the waterfall is animated.


The particles have to move for the Stretch value to elongate them. The faster they move, the more they stretch.

Thanks Burce. Brandon Davis liked it too. (I'll take strokes wherever and whenever.) Not sure you remember him. Went to Iraq for awhile, returned, and within a short time was back at work blowing up stuff on the West coast. Lots of particles, atmospherics and volumetrics. Worked on the Intermedia logo.






 

bhnh
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RE: Realistic Waterfalls???
Posted 08-Dec-2007 6:33 PM

Gawd.  Kudos from Davis are kudos indeed.  He's done amazing stuff, and been a real champion for Max.

(For anyone reading this who isn't familiar with Davis, this is not  the same Brandon Davis as the millionaire playboy brat).


sangchinok
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RE: Realistic Waterfalls???
Posted 09-Dec-2007 7:45 AM

Thank you very very much Tim! The last time somebody asked me to do a waterfall I tried Glu3D. Big mistake since it need humongous resources! So, I just settle with Particle Snow. Now, I found this, it's amazingly simple I just have to try it on the previous project file!

Thanks a lot!!






TimWilbers
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235 Posts
RE: Realistic Waterfalls???
Posted 09-Dec-2007 6:37 PM

From the people who really know what they are doing:

http://www.particlefx.com/animation/intermedia/






markham44
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9 Posts
RE: Realistic Waterfalls???
Posted 13-Dec-2007 11:52 AM
Modified by markham44 On 13-Dec-2007  11:53 AM

Sorry everyone. I thought this post had been discarded. To my surprise I wasn't. My appologies.


Thanks TimWilbers for the tutorial. It helped out alot for a beginner like me. It was very clear and to the point.


Much appreciated.






Andy Rak
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RE: Realistic Waterfalls???
Posted 13-Dec-2007 1:07 PM

Way awesome Tim!
markham44
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9 Posts
RE: Realistic Waterfalls???
Posted 13-Dec-2007 2:34 PM


Hello Again.

Ok I tried the mini tutorial created by TimWilbers (thanks again). I beleive I followed the directions properly but was unable to get any sort of "bounce" off the sphere's.

I'll add a pic of what I have. I'm not sure what I'm doing wrong. The directions are clear enough but it's not working for me.

Any more help would be appreciated.

Thanks..







 

TimWilbers
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235 Posts
RE: Realistic Waterfalls???
Posted 13-Dec-2007 6:17 PM

Not sure. I'm assuming you have picked a Sphere for each of the deflector space warps.

Here are the settings I used.






markham44
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9 Posts
RE: Realistic Waterfalls???
Posted 13-Dec-2007 10:30 PM
Modified by markham44 On 13-Dec-2007  10:38 PM

Thanks Tim. And I do have a uomniflect for each sphere. I'll add in what you have and see what happens..


I'm much obliged...

 

EDIT:

Thank's Tim. It looks much better now. a number of the Parameters I had were way off..

You made my day..

 








 

Eddie T
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321 Posts
RE: Realistic Waterfalls???
Posted 21-Feb-2008 10:41 PM

Hey Tim long time no hear been out of the loop for a while with shoulder prob. Any way I was wondering I have used particles for water Like out of a glass and a spill on a floor. But how and which deflector would I use to get the effect of a water fall however I have modeled a cliff with an under lying section to look as if it were water by using glass mat and water shader but in using super spray it gushes out and I am looking to control the flow like it were just falling down the cliff to a basin at the bottom. Almost like running into a troth. Thanks Eddie
Andy Rak
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RE: Realistic Waterfalls???
Posted 22-Feb-2008 9:21 AM

Maybe reduce the particle speed?  I'm not sure what your setup is...

Lot's of times I need to tweak/juggle the settings between particle speed, gravity and wind to find the best look...






Eddie T
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321 Posts
RE: Realistic Waterfalls???
Posted 22-Feb-2008 10:52 PM
Modified by Eddie T On 22-Feb-2008  10:59 PM

Trying tp get the water to flow within the confines of the small troth carved out of the side of a mountain. trying to utilize two deflectors on either side of the fall and two w/ bounce on each tier the the base is the gravity. I definetly need HELP!
Eddie T
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321 Posts
sorry double post
Posted 22-Feb-2008 10:53 PM
Modified by Eddie T On 22-Feb-2008  10:56 PM

TimWilbers
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235 Posts
RE: sorry double post
Posted 23-Feb-2008 6:25 PM

Eddie,

Please keep in mind, my previous example only really works as a simulation of a waterfall. That is, it makes no sense if you see the emitter or where the particles are falling. Max does not have a good fluid simulator. Real Flow is often recommended.

However, here is screen shot based upon your setup. I created a plane as the emitter for a PArray, and shaped it to the contour of the valley. The PArray is bound to Gravity and a UDeflector. The Udeflector uses the valley mesh, and has just a bit of Friction. You could try adding a Blobmesh compound object, but you will have something closer to lava than water.

Probably the best way to do this is to fake the whole thing. Here is a link to a Teb Boardman article, complete with sample file. It uses animated materials.

http://www.cgarchitect.com/upclose/article22_TB.asp






Eddie T
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321 Posts
RE: sorry double post
Posted 25-Feb-2008 1:00 AM

Thanks Tm will give it a try I will also look into Real Flow as well.
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