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:

Particles:

–          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.
Finished.

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