Monthly Archives: September 2012

Overview of troubleshooting

Emitting Particles:

–          Issue:

  • How to emit particles when and where the object interacts with the water surface.

–          Troubleshooting:

  • Using toon outline to create the cheap particle emitter.

Creating the intersection curve:

–          Issue:

  • Unable to create the intersection curve between the water surface and the object.

–          Troubleshooting:

  • Create a new polygon plane and apply the ocean displacement to it. Then convert the displacement to polygon with history.


–          Issue:

  • Mental Ray render doesn’t understand the colour system when you add it to the particles.

–          Troubleshooting:

  • Use Maya Hardware render instead of mental ray to render the particles then we will composite them with water sequences in nuke. This is the best way because we can have a full control to work on the colour of the particles in Nuke.
  • Another way is that you can apply a shader to the particles so they can be rendered out. But this way will take longer rendering time.

Displacement Nodes:





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Description of process to create effect

Adherence to reference material:

–          Based on the reference material, we need to create the splash when the objects interacts the water surface.

–          We need it to be dynamic so it will be easier for the animators to control the effect.

–          It has to be cheap for rendering and it shouldn’t slow down the scene when we’re working on it.

–          It shouldn’t be too realistic. It should be stylized and make the audiences believe in it.

Dynamic systems utilised:

–          Ocean and Wake in Fluid Effects will be used to create the water effect.

–          Toon Outliner to create a cheap interaction line between the object and the water surface from where the particles emit.

–          Gravity field and Volume Axis will be used to control the behaviours of the particles (splash).

General Overview of process:

–          Create an Ocean.

–          Create a polygon plane and apply a new Blinn to it.

–          Create a new displacement shader, connect it to Displacement of the shading group of the Blinn.

–          Connect Displacement of OceanShader1 to the new displacement Shader.

–          Delete the history of the poly plane.

–          Convert displacement of the poly plane to polygons with history.

–          Create a new object (will be interacted with the water) and a wake.

–          Apply the toon outline to get the intersection line between the object and the water surface.

–          Convert it to curve.

–          Emit particles from the curve.

–          Apply the gravity field to the particles.

–          Set the values so we can have the effect as we like.

–          Apply the volume axis to make the particles look more interesting when they’re floating on the water surface.

–          Apply a shader to the particles to render it out as you like.

Overview of asset attributes published:


–          Lifespan Mode.

–          Lifespan.

–          Lifespan Random.

–          Particle Rate: Control the number of particles per second.

–          Spread: Control how far do the particles spread around.

–          Speed: speed of the particles.

–          Speed Random: of the particles.

Gravity Field:

–          Magnitude.

–          Attenuation.

Volume Axis:

–          Magnitude.

–          Attenuation.

–          Turbulence.

–          Turbulence Speed.

Collision Attributes:

–          Resilience.

–          Friction.

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Overview of Reference

When the Bluey’s jumping out of the water, he will create a splash of water and it would look like in the photo below (photo 01). This kind of the splash should be extended higher from the water surface but not spread too wide around.

Photo 01:

We also search for the references of the splash when an object floating on the chilling water and below (video 01) is the look that we think it should be. It should be white and gentle.

Video 01:

<p><a href=”″>HOT for Maya – rock splash</a> from <a href=””>Igor Zanic</a> on <a href=””>Vimeo</a&gt;.</p>

With the drowning scene, we will make the splash more powerful and it will create a great impact on the surface when the object interacts with water. Below are 2 references (Video 01 & Video 02) that we found that they are very helpful in this particular scene.

Video 02:

Video 03:


Das, S 2011, Water Splash, TrekEarth, viewed 6 August 2012,<>

Zanic, I 2010, Hot for Maya – rock splash, video, Vimeo, viewed 6 August 2012, <>

Maxc2358 2011, fish leap splash, video, YouTube, 9 May, viewed 6 August 2012, <>

Viki164 2009, Water splash from Maya particles & then to foam, video, YouTube, 10 May, viewed 6 August 2012,<>

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