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splash in a bowl

Posted: Wed Apr 27, 2011 6:00 am
by radiant
Hello guys,

I was bored yesterday so i decided to make a water sim in a bowl. With some grass/ground.

Water Simulation:

250 Res
2.000 smoothing
2 subdiv
1 tracer particles
1.000 generated particles
30 min to bake for 250 frames
could have gone higher though

All grass was planes curved with an alpha texture.
Along with the bowl and ground Col/Bump Texture.

43 Minutes for it to render to my liking.
Pathtracing
2K Res downscale to monitor res
With some color changes in After Effects
GTX 580

Image

Re: splash in a bowl

Posted: Wed Apr 27, 2011 6:46 am
by steveps3
really good grass.
The droplets look wonderful.

The texture on the bowl isn't quite right, the grain on the top of the bowl goes in a different direction to the grain on the sides.

What did you model in?

Re: splash in a bowl

Posted: Wed Apr 27, 2011 7:27 am
by radiant
Blender :D
the uv mapping was difficult :cry:

Re: splash in a bowl

Posted: Wed Apr 27, 2011 7:52 am
by steveps3
Curves are always tricky.

Re: splash in a bowl

Posted: Wed Apr 27, 2011 1:03 pm
by zenonn
The grass and water look great radiant. Just the UV issues on the bowl.

Re: splash in a bowl

Posted: Mon May 02, 2011 11:41 am
by vipvip
Nice !
Is it pissible to render directly particles from blender ( 2.57) to octane ?
With which version of exporter ?
Thanks

Re: splash in a bowl

Posted: Mon May 02, 2011 2:31 pm
by radiant
all water was by the fluid simulator baked.
So the particles in the fluid simulator not the particle system.

Re: splash in a bowl

Posted: Mon May 02, 2011 2:58 pm
by vipvip
ok - thanks

Re: splash in a bowl

Posted: Mon May 02, 2011 11:44 pm
by hadouken
really cool. the only thing that bothers me is that with a texture that looks that worn, the edges of the bowl should have some radius of bevel. the edges are really sharp now.

Re: splash in a bowl

Posted: Tue May 03, 2011 1:22 am
by ephdot
It's very nice. As a follow-up to what hadouken said, I think the edges of the bowl are a little too sharp for the weathered texture. I recently did a weathered picnic table in Blender and found that adding a cloud texture as a very subtle displacement map did wonders for achieving the effect.