• Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint

Summary

As with any other technique, this one has its advantages and disadvantages. To achieve greater realism, you need to add more realism to the expressions and setup. A large drop of water should move faster than a smaller drop, should zigzag much less, should leave a larger trail, and so on. If you assign a random value for the drop particles in their creation expression, you can then use the mass of the particle to determine the radiusPP of the blob particles, as well as modify the goalU and goalV values to either increase or decrease them with each frame. The more variables relate to each other, the greater the chance will be that your simulation will look natural and organic.

Many layers are needed to simulate the high-pressure spray of a fire hydrant. In this chapter, you learned how to create a thick volume of water using hardware rendering, as well as how to have that water interact with geometry in your scene using software-rendered blobby particles and expressions. You also gained greater insight into the speed and power of the Hardware Render Buffer and how to overcome some of its limitations.


PREVIEW

                                                                          

Not a subscriber?

Start A Free Trial


  
  • Creative Edge
  • Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint