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Thread: Realflow / EIAS advice requested

Started 2 months ago by WHD
Hi All, I'm in discussions with a client about a potential project. The client among other things wants to simulate a Psunami hitting a village and has asked about using Realflow to do this. I have tested it with a glass of water and that worked but the view for this project is wide so that about 500 feet of coastline and 500 feet inland are visible. My guess is that this is unlikely to work ...
Site: CGSociety - Society of Digital Artists  CGSociety - Society of Digital Artists - site profile
Forum: Electric Image Animation System  Electric Image Animation System - forum profile
Total authors: 9 authors
Total thread posts: 19 posts
Thread activity: no new posts during last week
Domain info for: cgsociety.org

Other posts in this thread:

cjberg replied 2 months ago
Correct... that be a daunting task

arketype replied 2 months ago
I have done RF projects at the scale of a glass of water, and it still takes quite a while. RF is very slow to calculate. I am sure that when RF is used in the movies for ocean effects they have a render farm working for months to generate the fluid solution. This is not cheap. Have you looked at "Pacifica"? Pacifica It shows ocean and wave effects done entirely in EIAS. (with a...

Veehoy replied 2 months ago
You could have a look at Blender fluids. http://www.youtube.com/watch?v=-AiLyQWXjIg You should be able to import the geometry into EIAS.....

WHD replied 2 months ago
Hi All, Thank you for the input. My sense it that this would best be done using Psunami as a base layer and then augmenting it with a series of particle fx renders assembled in the composite stage. I've seen Realflow used in semi confined spaces and my understanding is that generally these sims are run in patches for apparently unconfined areas. That way the splash and interaction of a ...

splitpoint replied 2 months ago
Simulation for something like this is a world of pain even on a 64 bit system. Faking it is the way to go, perhaps these will give you some ideas: http://surfsup.awn.com/?type=article&artID=3 http://www.imageworks.com/ipax/docs...CourseNotes. pdf

WHD replied 2 months ago
Hi Splitpoint, Funny you bring that up. I've been reviewing "Surfs Up" since last night. Got the June 2007 CGW right here for reference. Rob Bredow and his team did a great job on that film. Guess it goes to show that the hand is sometimes mightier than the sim. Thanks for your input. Bill

splitpoint replied 2 months ago
The hand is absolutely mightier than the sim. The Guardian was evidence of that. Some sim in that one but much was done by hand. Might be a good one to look up as well, I believe they used Lightwave and camera maps for that if memory serves...

splitpoint replied 2 months ago
Not the article that I was looking for but this one talks about some of the cheats that they used in The Guardian: http://www.cgw.com/Publications/CGW.../High-Seas.a spx

Ideas replied 2 months ago
Quote: Originally Posted by WHD Hi All, I'm in discussions with a client about a potential project. The client among other things wants to simulate a Psunami hitting a village and has asked about using Realflow to do this. I have tested it with a glass of water and that worked but the view for this project is wide so that about 500 feet of coastline ...

WHD replied 1 month, 2 weeks ago
Hi All, Well as a bit of a follow up to my original post I figured that I'd see if I can get a bit of feedback on a test that I ran. This test does not use Realflow or any water simulation. All keyframed and optimized for maximum render speed. It is a multi pass simulation and since it is just a rough test I was a bit sloppy with some of the stuff like the beach projection map...

 

Top contributing authors

Name
Posts
WHD
8
user's latest post:
CGTalk - Realflow / EIAS advice...
Published (2009-11-05 20:00:00)
Hi Ross and Edgard, Thanks for your input. I agree that the contact point is a bit unrefined. A bit too particle-y. A cloudy mist effect along that edge sweeping up might help to integrate it better with the ground more. Maybe a KMyst or FTurb shader on a form sliding just at the front edge of the wave. Mr Blobby is something that I have used in the past but I find it a bit limiting since it is slow and tends to balloon up the geometry too...
splitpoint
3
user's latest post:
Realflow / EIAS advice requested
Published (2009-10-20 19:25:00)
Not the article that I was looking for but this one talks about some of the cheats that they used in The Guardian: http://www.cgw.com/Publications/CGW.../High-Seas.aspx
estudiodesign
2
user's latest post:
Realflow / EIAS advice requested
Published (2009-11-05 08:03:00)
Hej Bill, I don`t know why, for me that front part still looks as if a heavy cloudburst patters directly into the front of the wave...can`t explain it better. But I don`t know if it is so important and there`s no need to criticize that too much. I am not sure if I could come half as close to what you did here. And I am still inspired of your genius idea concerning that rotating cylinder representing the water wheel. Really cool ;-) Best Tom
cjberg
1
user's latest post:
Realflow / EIAS advice requested
Published (2009-10-20 02:46:00)
Correct... that be a daunting task
arketype
1
user's latest post:
Realflow / EIAS advice requested
Published (2009-10-20 10:15:00)
I have done RF projects at the scale of a glass of water, and it still takes quite a while. RF is very slow to calculate. I am sure that when RF is used in the movies for ocean effects they have a render farm working for months to generate the fluid solution. This is not cheap. Have you looked at "Pacifica"? Pacifica It shows ocean and wave effects done entirely in EIAS. (with a little AE thrown in). You could also look into...
Veehoy
1
user's latest post:
Realflow / EIAS advice requested
Published (2009-10-20 10:52:00)
You could have a look at Blender fluids. http://www.youtube.com/watch?v=-AiLyQWXjIg You should be able to import the geometry into EIAS.....
Ideas
1
user's latest post:
Realflow / EIAS advice requested
Published (2009-10-21 21:09:00)
Quote: Originally Posted by WHD Hi All, I'm in discussions with a client about a potential project. The client among other things wants to simulate a Psunami hitting a village and has asked about using Realflow to do this. I have tested it with a glass of water and that worked but the view for this project is wide so that about 500 feet of coastline and 500 feet inland are visible. My guess is that this is unlikely to work as a realflow...
rtrowbridge
1
user's latest post:
CGTalk - Realflow / EIAS advice...
Published (2009-11-05 16:20:00)
I agree with the others. The wave itself looks great. But the front edge just isn't quite right. I think a finer mist might help push it over the top. You're almost there. And for someone only seeing it once, they probably wouldn't notice anything. It's only when you get the chance to watch it over and over that things start jumping out that need to be worked on. Ross
ediris
1
user's latest post:
CGTalk - Realflow / EIAS advice...
Published (2009-11-05 17:23:00)
Just trying to help, have you tried with mr blobby?Or morphing the rolling cylinder to a flat plane? Edgard

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