Tuesday, February 19, 2013

Personal tutorial: Realistic dripping water

This is derived from this incredibly useful page on particles.


I haven't been able to attach deformers to the individual particles, but at the very least, I can get them to stick to the plane emitting them.  Interestingly, this was actually achieved not through particle creation settings, but through rigid body stats.  The higher the stickiness and friction, the longer the particles stuck.

The particles start at a certain size, and increase in size as time passes (Radius Scale Input: Age, under Radius Scale, under Particle Size).  The time in which the particles stay attached can be changed with the Input Max setting under Radius Scale.

The result is something hopefully pretty that at least imitates water.  I would use a squash deformer to make it look more like water when it drops, but this only affects the mesh, which for some reason glitches toward the end of the animation.  I've checked on that, and it may be that the Max Triangle Resolution (number of triangles that can be on a scene at a time) is too low.  I tried adjusting that on a graphically powerful computer and not, and it worked on neither computer.  Well, at least you can see the pre mesh result.


No comments:

Post a Comment