Water Simulation

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ghadiany
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Water Simulation

Post by ghadiany »

Hi

look at this link:
http://www.escapemotions.com/experiments/fluid_water_3/

Can I create water like this simulation?
Last edited by ghadiany on Wed Oct 05, 2016 6:26 am, edited 1 time in total.
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slowtiger
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Re: Tear

Post by slowtiger »

Draw and animate them, like everybody else does.
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ghadiany
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Re: Tear

Post by ghadiany »

I want to use water particle....

Is anime studio has water particle?

simulating water is difficult.....

simulating waterspout too
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hayasidist
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Re: Tear

Post by hayasidist »

the way you choose to draw the water needs to match the style of your drawing.

for example a simple style: https://youtu.be/B2yIqdn3M8Q?t=6365
or for more "fine art" try this: http://thevirtualinstructor.com/how-to- ... plets.html
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Greenlaw
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Re: Tear

Post by Greenlaw »

Yes, it depends the animation style. I've animated tears and drops in different ways on different projects.

In a cartoony animation, where tears shot out of the character's eyes, I just drew a single tear drop, animated it, and the referenced and offset the sequence. If you want the animation to be random and not looping, you could use the tear art in a particle emitter as described above.

I did something similar in another production for popping lava bubbles and in this case I drew a short sequence of tear shaped drops using an FBF layer.

I used a more advanced trick in another animation where the tears needed flow over a face slowly. For that, I drew a wet trail and revealed it using an animated mask. A 'tear drop' with a highlight was drawn in a separate layer and animated on top of the trail to lead the wipe effect. With everything bound to the head bone, the tear and trail animation followed the head as it moved.

That's three fairly easy ways...I'm sure you can find many more with a little experimentation.
chucky
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Re: Water Simulation

Post by chucky »

:) Image
Moho physics plus threshold effect
I think two layers with different thresholds would be better, as would careful FBF animation.
Your choice.
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hayasidist
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Re: Water Simulation

Post by hayasidist »

that's neat Chucky -- care to share the secret in a bit more detail?
(BTW - the original post was heavily edited [= mostly rewritten] to change it from something like "I want to draw teardrops", which is why the initial responses don't really match the now edited question)
chucky
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Re: Water Simulation

Post by chucky »

Oh yeah sure... :D

Here's the link:

watertest

:D
Image
I copy pasted the water units and shrunk em but didn't fiddle at all, the little 'uns look a bit bouncy :mrgreen:

I wish , threshold was a little less ' fuzzy' looking, the gif actually improved it, ironically.
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Greenlaw
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Re: Water Simulation

Post by Greenlaw »

That's really cool!

I wondered if something like this was possible but then dismissed the idea without even trying. D'oh!

I can't wait to check out how you did it.
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synthsin75
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Re: Water Simulation

Post by synthsin75 »

Nice effect, Chucky. Could the water be used to mask a cleaner look? I'll see when I have the time.
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Greenlaw
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Re: Water Simulation

Post by Greenlaw »

hayasidist wrote:(BTW - the original post was heavily edited [= mostly rewritten] to change it from something like "I want to draw teardrops", which is why the initial responses don't really match the now edited question)
Maybe I need to re-write my response? (Nah, I'm not quite that OCD.) :lol:
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Greenlaw
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Re: Water Simulation

Post by Greenlaw »

But...since the topic and question did change... :P

I usually like to draw splashes using FBF, and the Blob brush works great for this. There's a ton of good slow mo reference of real water splashes on YouTube and elsewhere. I would download some of those clips and use them as reference footage in Moho. If you need it to be very realistic, you might even consider rotoscoping the footage.

Chucky demonstrated some cool dynamics based stuff above using Moho. But if you're not trying to do everything inside Moho, you can use systems in other programs and combine them with Moho. I often using programs like AE with Trapcode Particular or Fusion with its native particles to generate fluid simulations (water, mist, blood, etc.). In these programs, you can shade and process the particles to look just like water and other fluids for convincing effects--this is probably way more realistic than you will want in a cartoon but you can simulate appropriate 'cel shaded' looks this way too.

As for changing the topic and question after they've been responded to, next time I suggest starting a new topic instead. Otherwise, your threads may become a real mess over time and not particularly helpful to other users looking for information. Just sayin'. :)

Hope this info helps.
chucky
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Re: Water Simulation

Post by chucky »

synthsin75 wrote:Nice effect, Chucky. Could the water be used to mask a cleaner look? I'll see when I have the time.
Hi Wes, yes I would love to know how to get it cleaner and smoother.

I didn't test this for very long, but I did notice that the physics seemed to work great even with hundred of 'units'

It was the threshold and blur combos that I couldn't get smooth enough a lack of preview was painful.
If only is was more an aggressive effect.

This one of those many occasions when a small auto-render box would be awesome - like in most 3d apps.
go to auto mode, draw a little window around the area to be auto rendered and it gets updated on the fly.

WE should start petitioning for it eh? :lol: :wink:
chucky
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Re: Water Simulation

Post by chucky »

Oh on the topic of the topic.
what is the topic?
If it is a fountain of tears ( like in anime) or more realistic then there are SO many ways to do it that I'm sure few here would know where to start.
The methods possible would list down the page , each one best for particular look.
If the original poster gave some more specific links than I'm sure they would have had a great answer by now , the side track was fun though. :D
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synthsin75
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Re: Water Simulation

Post by synthsin75 »

chucky wrote:Image
I wish , threshold was a little less ' fuzzy' looking, the gif actually improved it, ironically.
Masking did seem to help sharpness a bit.
Image
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