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Realistic Flowing water, Blobmesh vs Particle flow, whats best?
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  • Total Posts: 18
  • Joined: 21 October 2009 04:36 AM

Hi all,

I’m jut playing around with some different water techniques, but I would love to know if anybody has any handy tips of tutorials or ideas on making water flow into a bath from a tap?

If you were to look at the bath as if it were transparent and see the water filling the bath up from the tap, what would be the best solution , blobmesh or particle flow?
I have had a look at Realflow, but i seriously cannot afford it :-(

Any ideas or tutorial or suggestion would be greatly appreciated.

Many thanks

Amelia

P.s here a little joke for you guys, what runs without moving…?

A tap! Ha he ha!



3D Studio Max 2011
Windows XP Pro
2.40GHz
8GB RAM

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  • Samab
  • Posted: 01 November 2009 06:07 AM

what would be the best solution , blobmesh or particle flow?

You can use both, apply blobmesh to your Pflow.

I have had a look at Realflow, but i seriously cannot afford it :-(

An alternative is Glu3D.



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  • Samab
  • Posted: 01 November 2009 07:43 AM

This is a quick and dirty fake method without any plugins at all. Using both Pflow and Blobmesh together.
Pull it apart and see how it works.



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Thank you Sam,

I will check it out in a bit, as i do not have max on the pc i am typing on right now, but will check it tonight/tommorow morning.

I’m trying to make it realistic a possible but really want to keep rendering times down so was a bit worried about PF as it can be a killer.

I will post up my results, this is for testing purposes as i havent seen nice water in max without a plugin on the web so far, maybe i have been looking in the wrong places but it all looks like glue lol.

Many thank again sam!



3D Studio Max 2011
Windows XP Pro
2.40GHz
8GB RAM

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  • Samab
  • Posted: 02 November 2009 07:41 AM

i havent seen nice water in max without a plugin on the web so far,

I haven’t seen a full render of the animation in that scene yet, just the odd frame. So I’m not sure how well it looks in motion yet. You can get a water material fairly well, with A&D like this, but getting the form and motion right isn’t so easy.
I cheated a bit with the level rising, only animating parralel sides, not tapered. If it were tapered you may need Slice and Cap Holes, but this can cause a problem for subdividing the cap for the ripple, because the topology changes. Not a problem if you only need the surface visible, not the sides too. Another way would be to use an animated boolean.



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