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 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.
– Turbulence Speed.