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Water Tank example
Posted: Mar 18, 2007
Category: nCloth
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This file was made with an earlier version of the nClothWater.ma file. I had not added a dynamic attribute for editing selfCollisionSoftness, so I had to use setAttr calls, because this attribute is hidden on the nCloth node due to limited utility for cloth. It was very useful in this animation, however, and helped to help keep the water from locking up like slush.

One can potentially improve upon this animation by increasing the resolution (under extra attributes on the nCloth node). However it could take a long time to simulate. There is also a problem one can see in this animation where the particles stack in a row along the container walls. Making the walls sliightly irregular might help with this. Or one could potentially use fields to slightly shake up the particles where they stack.

It is also possible to vary the collide widths of the particles, which might also help keep things from being too regular. Just assign a noise or fractal texture to the thickness map on the waterCloth, then adjust the range of particle sizes by using the amplitude or alphaGain/offset.

In terms of shading one could use a mentalRay dielectric shader for better looking water. As well this example has visible in refractions OFF on the particle system node, as this makes the render slower. However the water would look much more frothy and natural where it breaks up if it were visible in its own refractions. Of course caustics would also be a nice addition.
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Posted by phixell on Jun 18, 2009 at 01:24 PM
I cannot get the water tank video to play. I have flash 10 installed etc. Is there someplace I can download this video?
Posted by Sheng Jin on Jan 08, 2008 at 02:08 AM
Hi, Duncan, Thanks for all the excellent tuts on this blog. I'm trying to use your ncloth water setup to do a snow wiping fx and I'm getting some decent results from it, however, no matter how hard I try the motion of the particles still look more like some sort of glue. I'm wondering if you could give me some pointers on this. I'd really appreciate any light you could shed on me. Thanks a lot!

-Sheng
Posted by meesto on Sep 20, 2007 at 12:54 AM
The link to the scene file seems to be broken since the redesign of the Area.
Posted by Duncan Brinsmead on Aug 13, 2007 at 12:53 PM
You can set the initial state by running the simulation then doing set initial state from the nCloth menu(this simulation uses nCloth). Also just disable ground collide on the nucleus node.
Posted by evil the cat on Jun 10, 2007 at 07:44 PM
Oh, one other thing, I took away the floor plane in the scene, but the water still colides when it hits the grid. Is there a way to get it to pass below the origin of the scene? I didn't see a setting for that off hand.