INSYDIUM Training - xpFluidFX Splash

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[Music] in this video we'll use XP fluid effects and other dynamic objects to make this swirling splash animation so let's get started so here we are in the scene that we last left off this is our spheres base scene which is cached and we have our base fears moving around nicely so let's just before we move on let's just rename our first system and we'll call it system spheres base just so we're gonna keep really organized alright and then we'll just hit save so we save that change and now we're going to start this as our new scene when we're gonna start creating our water splash and so to do that we're going to save this into a its own kind of project folder within that within our parent project folder so we're gonna keep completely organized and separate should we need to kind of go back at any stage so let's just go to file save as and here we are in my water spin library so I'll just go back to my parent file and we have our sphere base folder where we were saving all of those original scenes so let's just get a new folder we'll call this zero zero two water splash okay and we'll go inside there before we save this let's do a new folder and we'll make a cache folder because we will be caching at some point great and then we'll call this zero to water splash and then give it a version so then we can save incrementally hit save okay perfect so now we're kind of in our new project area ready to build our new scene so what do we need to do well first of all we're going to create our water splash with the water and the foam and all of the meshes and whatnot in a new particle system so we'll keep our phears bass system separate from our water on so let's go to X particles system here's our new system let's do a couple of things before we move on we'll go to the object tab of that system object and take off the icon in viewport let's make this system blue for water so the icon is blue there we go and very nice so now we've got our default emitter has come into the scene let's just I'm going to hold ctrl alt and make all of this invisible so now we have this default emitter and it is spitting out particles and there they're being affected by all of the objects that are within this system spheres base so to stop that from happening let's go to our new system and let's look at ick only modifiers in same system if we click that these modifiers will stop affecting it so none of the modifiers are effecting it but look this emitter is being affected by something isn't it and what it's being affected by if we just open up our systems fears base it is bouncing off the inside of this sphere look and we don't want that to happen so let's just go to that Collider object of the sphere let's go to exclusions and let's drag in our emitter and now this emitter isn't interacting with our anything within our systems fears base none of the modifiers all this collision object on that sphere so now we kind of have a completely fresh system great so we'll go to our emitter this is going to be our water emitter so let's do a couple of things let's rename it we'll go to basic and call it emitter water let's go to the display tab and we'll change the icon color to a blue one as well so we know this is the water warm there we go and we'll also change the display mode from dots to something like squares so we can see them a bit more easily and let's change the color of those to a nice blue color so there are our water particles excellent right so what we need to do is bring some objects in to start getting these to behave like fluid so to do that what we're we're going to use several dynamic objects some dynamic objects to get the movement so they're interacting correctly with our base spheres some dynamic objects to get them to start interacting with each other like a water body would and then another dynamics object to create the splashy foamy Spray particles so it's gonna be a lot of stuff layered up to get this working first of all let's start getting the movement correct of these of these water particles so what we're going to do is we're going to use a flow field let's go to dynamics and we'll go to dynamic objects and bring in a flow field and by default we get these vectors going in the plus Z axis and it's set to a directional force so what we're going to do is this we are going to change this flow from default now in the previous scene we used a spline to get the flow of the particles but this time we want this water body to be really coherent lis moving with our base spheres so what if we were to use the base spheres as the source of these vectors well let's do that let's go to particles we're going to set the source of our flow field as a particle source and we're going to drag in let's unfurl our spheres based system let's use our emitter base sphere as the source and look you can see the vectors will change per frame depending on the position of those particles and you see that you can see those vectors changing within the flow field fantastic so let's make a couple of adjustments we want this to be really strong let's put the strength strength way up and we also want the flow field to be in charge of not only the direction of our water particles but also the speed of how they are moving so let's change the field from direction to velocity which will obviously give us both direction and speed and that the speed is set to 200 by default we'll just we'll leave it at that for now let's remove the fall-off and let's hit play what do we get so that you can see these arrows changing and look what's happened to our fluid particles without any other modifiers in the scene we're getting this kind of helix whirling motion which is being driven by let's just make these visible again our base particles so it's these fluid particles are now moving coherent lis with the way in which our base particles are moving so that's really smart so let's just make all of that invisible again and we'll concentrate a little bit more on the movement of these new fluid particles for this flow field let's just make the flow field invisible for now so we're getting the effects of it without looking at those vectors in the bounding box so what we want is we want this to be a much kind of thinner sheeting water body so let's do a couple of things let's get this emitter we'll go to the object mode and let's just use the handle to make it a much thinner emitter there we go let's have a look that's that's looking good and obviously we can make finer adjustments when we're getting close to the point where we need this to interact correctly with our base spheres but for now we're getting the basic motion so but by making that a much thinner emitter we're getting a thinner stream of particles all right so let's now they're being moved around by our flow field so now what we could do is we could start getting them to interact with each other like fluid particles because at the moment they're not so let's go to dynamics let's go to the dynamics menu and bring in an XP fluid effects and just leave everything on default so now they're behaving a little bit more cohesively like a body of water that's all right so what might we do well we actually want these to kind of hold their form together a bit more in droplets so the way in which we're going to encourage them to be more kind of have more of a water droplet rather than separate entities is we're going to give them a little bit more of a surface tension value which is what helps water form into droplets so the way we do that we access those settings in the emitter settings we'll go to the extended data and we are going to go to the fluid data tab and in here we have all of the particle fluid settings so what we want we want these to be very splashy so let's reduce the viscosity which makes water give it that kin stickiness so we'll juice the viscosity we want to have kind of accelerated turbulent curls in this so we can do that by increasing the vorticity amount so let's put both the large and small to a fairly high number and here's our surface tension this is the key this is going to help us make it much more kind of blobby globule II water and now we're going to have something that's going to hold its form now we don't really have enough water part chuckles for it to completely hold its form of got these gaps in our flow and we're gonna fill those gaps in with another dynamic object just before we do let's just go back to our emitter water let's go back to the emission tab and let's have a look at these particles at the moment we've got slightly too many per second let's put this down to say 600 we don't want to emit all frames let's uncheck that we want to give the the base fears a bit of a head starts let's start the emission on say frame 16 and we'll end emit on we may adjust this but let's just put a hundred for now and the speed that's put the radius down to say warm and we'll hit play so there's our kind of water helix so now we want to fill in some of these gaps and we're going to do that with the XP sheeter object what the sheeter object does let us bring it in got a dynamics we go to the dynamics menu and we can bring in the XP sheeter now what the sheeter does it's very clever it looks at two fluid particles and the way in which they are moving away from each other or moving in relation to each other and if the way in which they are moving satisfies the various settings and thresholds that we put here it will spawn new particles in the gaps so let's just hit play on the on the default settings look you can see look we've already got loads more particles being born and we've actually got too many being born so let's just stop that let's bring this maximum hole size so it can only fill in very small holes which will reduce the amount that it's able to make let's have a look okay so that's made fewer so let's then start increasing this max density which will open up more for shooting look can you see that we're getting more and more swirls and tendrils being created and now we're getting these tendrils of water which is looking really interesting what we're doing is we're gonna you to push and pull these amounts until you've got the kind of shape that you want look if we start increasing the max hole size it's going to start creating lots more sheets there we go and we're getting these really nice interesting tendrils so what we will do is we will leave these settings here for now because we haven't got all of the motion of these particles sorted out yet but of course we can return to these schita settings and the fluid effect settings whenever we want to make adjustments as and when we need to but let's just leave them at this for now so now what we need to move on to is to start kind of art directing this this flow of swirly particles a little bit more and we need to do that with some modifiers and we can do it by bringing in some more collision objects as well so we need to think about how this fluid is going to behave it starts off by swirling out from the center of our sphere just like our sphere base particles but then what we need it to do once it gets to the outside of the sphere and the sphere base particles we need it's a kind of to float on that spherical surface it needs to look like the water is on the outside of our sphere base and we need to kind of stick to that surface and swirl around those spheres so this is what we we need to do we need to create an additional sphere if we just open us for your base system we need to create an additional collider sphere type object just for the water particles to kind of float on the outside and stay on the outside and so our sphere bases are on the inside so that is what we are going to set up so what we could do is this let's take our sphere which we used as our Collider object in our our sphere base system let's hold control and we'll drag a copy of that into our other objects so there's our new one okay so we have the same sphere and with this sphere we want it to be a collision object but we want objects the water to collide with it from the outside not the inside because we want it to kind of swirl around those base fears so let's go to this Collider tag we will remove the exclusion of the water particles which was what we did with the other ones let's just delete that and in the tag settings let's change the normals from inside to outside okay great so what's gonna happen is the water particles cuz the normals are set to outside they'll be allowed to come outside of this sphere but they won't then be allowed to get back inside and so they'll always be swirling around on the outside of our base spheres which is really what what we need great so that's the first stage the second stage is that look we've got this flow field force forcing these water particles round and around and they're moving away from that sphere and we want something that's going to attract them to the surface of this sphere so they're going to kind of flow around it touching it so how are we going to do that well we are going to use a modifier with a mold a really underutilized mold and it is the gravity modifier but we're gonna use it slightly differently than we would in a normal scene so let's go to our modifiers menu and we're gonna go to our motion modifiers and we're going to bring in a gravity now by default the gravity is just going to send these particles downwards now it's not having a huge effect at the moment because our flow field is set to velocity and it's the flow field that has given them this mole movement but look as the particles escape from the bounds of that flow field they then get pulled down by the gravity but we don't want the gravity to be pulling them down we want the gravity tipper working a bit like a real-world gravity where they're they're being pulled towards our spherical object so the way we get that to work is this we are going to go to the gravity object and in that the type we're going to change it from standard which is just an acceleration force downwards to Newton which is a kind of a simulator realistic gravity so it needs an attractor what is the the mass what is the body that these particles should be attracted to well obviously it's going to be our sphere isn't it so let's put our sphere in there and we've got lots of settings in our Newton gravity mode which you can use to build an art direct fantastic orbiting kind of planet systems which gives you a huge amount of control but actually we don't need any of those settings whatsoever for this we just want them to be attracted to this this mass so what we can do is we can remove this limit force min limit force Max and axis offset let's just take all of that off we don't need this for our scene I won't go into the detail of exactly how all of this works for this tutorial because it's not necessary but if you want to have a look at those settings and get an idea of how they work if you just come down to the bottom of any modifier you can click on this question mark which will automatically open the X particles manual and it'll have a written description of all of these settings and what they do so if you want to mess around with those do refer to that reference and have a look but for us we don't need to we just need this to have this attractor mass which is effectively a strength the greater the mass the greater the gravitational pull let's put this down to say eight so now what is happening is that we have this gravitational force but it's going a bit weird because it's kind of fighting with the flow field so we need to do something we need to limit this to only happen outside of our sphere so how are we going to do that well the way we're going to limit this look at the moment is just not working because that gravity is is is causing this kind of there's there's multiple forces fighting with each other and it's not working so what we need to do is this we need to prevent this gravity from having any effect within our sphere so it only happens once they get on the outside of the sphere the way we will do that is this well it's going to be a two pronged attack we need to limit the effect of the flow field so the flow field is only happening inside the sphere and we need to limit the effect of the gravity so it's only happening on the outside of the sphere so let's address the flow field first we will go to the flow field object and we are going to go to the fall-off tab and we are going to use a spherical field so let's go to spherical field and the spherical field let's just bring it in slightly so that it's only working the flow field is only gonna work within this spherical field and that spherical field is slightly smaller than our gravitational and surface sphere all right so that's gonna work and we'll just leave it at that for now good so now we will go to our gravity and now we only want the gravity to happen outside of our sphere object so the way we'll do that is again we'll use a fall-off but instead of using a spherical fall-off which we could do but we can also just use the actual sphere as an object as a fall off object which is really cool so let's drag the sphere into our fall offs list let's click on the sphere and there's a couple of things we need to do to get this to work first of all in the layer menu we don't want it to be the points of the sphere which in the fall-off points we want it to be the volume okay good and then we will go to the remapping tab and we want it to be on the outside of the volume where this effect happens so we need to invert the fall-off and then we can leave everything else default and now what we should have is a flow field that's affecting them inside and then as soon as they come outside look they're sliding around the surface of that sphere and it's the gravity which is keeping them on that surface fantastic now we've got tweaks to make but we are getting there so just to recap what we have done we have used this spherical field on the flow field to limit the power of that flow field to only affect the fluid particles when they're on the inside of our fall-off spear we have then got a gravity and the gravity is using the sphere as a fall-off but because we've inverted it it means that gravity only works when the fluid particles are outside of our sphere and as a result the flow field makes us have this really nice kind of vortex of fluid particles and as soon as they come on the outside of the sphere the gravity tries to kind of force them back in and they stay on the surface so that is already looking really cool the next step is to make this even more clever and the way we're going to make it even more clever is we want these particles as they're interacting with this surface to kind of bulge a little bit as these base particles are moving around cuz at the moment they're just moving around this static sphere and they're not really respecting the internal movement of our base spheres so what we're going to do is another trick to ensure that our fluid particles feel like they're moving across the surface of our base particles even though they're not and we're going to do that with a trick using a cinema 4d de forma so the de forma in question let's get it let's get it set up in fact before we do let's just get a little bit more organized because our our object manager is starting to get messy so we'll bring our water system down let's rename this system water so we know exactly what it is and also just before we move on we've got two systems now and in each system we've got objects which had named the same thing there's a sphere a collision object sphere in both so just so we're not gonna cause any confusion down the line let's rename that so this is our system water and it's our cleitus sphere and it's set to the collide on the outside of the normals so let's go sphere water outside okay and then we'll do the same for the system spheres base we will rename the sphere sphere base inside because that's that the normals are set to collide on the inside of this one all right always try and stay organized as you're working through projects that the temptation is to fire away really quickly and bring loads of objects in and start getting your simulations working but then it makes it so difficult to make tweaks further down the line especially if you're working in a team of a team of artists right so what do we need to do let's go back to our XP system water we have our geometry let's just go to the display tag and turn it off so this v8 geometry is what our fluid particles are interacting with once they get outside of its volume and it is the gravity which is pushing those particles to the surface and then they're kind of making their way around but we want this surface to mirror the bumpiness of the underlying spheres base particles so we're going to do that with it to form so let's go to the deformers menu and we'll bring in we're going to use a collision deformer now the collision deformer let's make that a child of the sphere the collision deformer if we go to its settings it has a colliders tab and here it wants geometry to measure whether or not that geometry is intersected with the surface of the object of its of the parent object so we need to make some geometry out of the base particles so we'll do that using an open V DB measure let's just I'm just going to switch off that sphere for now so let's go to the generators tab and we'll go to the menu and bring in an open V VB masher let's bring that in now the open V DB measure requires a source what do you want to mesh it could be a spline it could be it could be cinema 4d geometry it could be a model it could be particles it can be all kinds of things we it could even be an explosion smoke and fire volume simulation but we're going to do particles so let's just shut down our system water let's reopen our system spheres base we want to make a mesh out of our spheres let's drag them in to the sources and we've got this huge mesh now so why is it gone so massive I'm just gonna minimize that spheres base now we've got that object and reopen our system water so why is this so Basset well in the open V DB measure when we're meshing particles there are two settings to keep an eye on there is the point radius and the voxel size and these are the two settings we'll make to adjust this mesh now the point radius is basically it Malta applies the radius of the particle of which it's meshing and the radius of our particle is one centimeter so it is made a 10 centimeter radius around each particle and because that's such a big radius it's just made this big blob if we start reducing this down you'll see it's getting smaller and smaller and smaller to the point where we're starting to see those individual sphere particles and now we have got this kind of blobby mesh down with a point radius of 1 let's perhaps make that a point where these are two that's maybe a bit big let's go for 1.5 so now look now we have got this wobbly surface and if we hit play this geometry can now intersect with the surface of that base sphere all right so let's switch the sphere back on and in the collision deformer let's rename our up defeat VD we measure actually before we do anything else let's call it masher let's call it collision mesh so we'll go to our collision deformer and in the colliders tab let's drag in our mesh okay and let's press play and we should start getting some defamation there we go look now let's just make our open V to be measure invisible we're getting a little bit of defamation look you see it's wobbling as those spheres go over the surface and it just means that we don't have a perfect smooth surface for our fluid particles to move along these are going to move along with the same movement as our blobby particles and if you want this to be a little bit more detailed well we can go to the sphere and we can create more segments let's put it up to say 70 and now we're going to have it's got more detail to play with now we're gonna have more defined blobs let's just hit n/a to get rid of those lines so now look we're getting this deformed blobby surface which is going to mean that our fluid particles will look like they're moving in the same way as our base particles so that's a really neat trick let's make that sphere now invisible we don't need to see it so this is these little things make a huge difference in ensuring that our animation has this level of coherency so it looks like our fluid particles are interacting with our base mesh particles and that is that is what we're going for with all of these simulations with X particles especially when we're using these dynamic objects make it feel coherent like it's all part of the same system and by having this nice blobby interaction with this fluid it's going to make a huge difference in the realism of our of our simulation so that's looking really nice ok so now we need to start offering a few more bits of kind of art direction and to ensure that we're getting we're getting the kind of the fluid simulation that we want with a level of detail that we want so we need to work on a few more bits and bobs and that is going to mean making some tweaks with what we have already and using some additional modifiers to create a little bit more of an interesting movement with our water sim so first of all I'm not entirely happy let's just play this through now I think I've got a feeling we've got a little bit too much aggressive sheeting going on it looks doesn't look too bad at this initial early stage but once we get around here we're starting to get very very heavy build up of sheeted particles here and it's becoming too much what we really want is to maintain some of the nice kind of thinner tendrils with some big lumps but we don't want this massive lumping around here so it's very easy to sort out we'll just go back to the sheet and what we could do is let's just reduce our max hole size down which means it can only fill in smaller holes and we'll put this down to say I don't know six centimeters and even that's very small change is going to ensure that we don't have quite as heavy clumping as that gets to the surface so yeah look there's far fewer particles there than there was and I got these nice look at these nice tendrils when these are meshed these are gonna give nice long kind of stringy bits of fluid moving along the surface what's nice is it's nice to get this initial bit of movement and then we'll get a secondary kind of wave coming up which is gonna look really nice in the in the final render especially when we kind of retime it to kind of accelerate in this big lump of water here it comes logos nice lump of water moving in down here and there it comes splashing up okay so that's a lot better not pleased with that but our water hasn't got an awful lot of kind of frenetic movement and what would be nice is to make it kind of stay cohesive in these shapes but just give it a little bit more kind of curly movement and we'll do that with them let's do that with a turbulence modifier so let's go down to our modifiers menu within our system water and we will go to the motion modifiers and let's bring in a what have we got let's bring in a turbulence and this turbulence is well let's just just use it on default for now and let's see how it looks so this is gonna create a little bit more kind of random looking curly movement within our fluid but the size of that turbulence is gonna be a little bit too big you wanted to be we want but we don't want the curls to be very big size reduce it down to say I don't know forty percent the frequency is the animation of that turbulence and we could reduce that so it's not moving quite as quickly and let's ramp up the speed hugely the strength so we just get a really at real idea of what this turbulence is doing to this water now this turbulence is only going to be affecting the fluid particles because of course our green particles are cached so this is only effective affordable look at that noisiness of that kind of additional movement the turbulence is bringing to these particles and it's too much obviously it's completely lost some of that shape but it's giving a lot more kind of nice frenetic movement so let's reduce that strength down to say I don't know let's try 20 and then to control this more we don't want the particles once they leave the surface to fly away in the turbulent force to be greater than the gravitational force pulling them to the surface so what we could do is we could we could create a fall off with this turbulence to ensure that we're still getting the majority of the particles flowing around the surface but look we're getting a much more kind of noisy curly frenetic movement in our in our in our part of fluid particles and out so that's looking nice so let's just limit the effects of this turbulence a little using that fall-off so we'll go to the fall-off tab again let's use a spherical fall-off and we want what we want to say is we really want to increase this fall-off so we we want the full power of that turbulence within the sphere but then as that as the particles make their way out we don't really want it to have much effect anymore so I'm just scaling this down so this inner circle basically matches the outer circle of our collision object and then it gradually tails off and so outside of that that turbulence won't have an effect let's just try that one so we should have our nice turbulence now within the fall off and then we're now look these these ones are escaped but then they're being brought back into the surface and it's just bringing some really nice residual animation of making that water behave much more kind of in a slushy type way okay so that's looking pretty good excellent and of course these are all completely adjustable so you can adjust the strength of the turbulence the strength of the flow fields you can adjust slightly the size of the fall offs there is so much artistic control here you mess around with yours and tweak them until you've got the look that you are that you are happy with okay so that is our turbulent force so now what we need to do what what makes water look great in X particles is it's a two-stage process you need to get the water animation right first using the fluid effects and the sheeter and that gives you these water particles we will mesh these water particles with the open VDB masher to create the kind of the water geometry and then we want to make loads of splash spray particles which give it that sense of detail so what we need to move on to now is creating the the splash and spray and foam particles based on this fluid effects simulation so what we're going to do is we're going to use another dynamic object and if we go to the dynamics tab of our system water system we can go to the menu and we have an XP foam so what I'm going to do just gonna bring that into the system this actually isn't going to do anything yet because if we go to the foam object to go to the object tab it actually requires its own dedicated emitter to create these foam particles so that without an emitter it won't do anything because just before we set up that foam particles let's just rearrange our water emitter a little to make it work a little better for us because at the moment we've got to wider we've got to wide a stream of particles here which means that they aren't particularly cohesive and it's looking a bit kind of sparse at the moment here so what we got to do let's just dolly in a little bit we'll go to our emitter wall and well we want to make this a lot thinner let's make it smaller and then let's just reposition it slightly so this orange box here is our original emitter for our based spheres such as move it maybe slightly underneath and just by doing that can have a huge impact on the look shape and feel of a simulation because we've got fluid solvers working here and all of the particles have been born in different places now but we've also got our flow field to just make those arrows visible again we've got our flow field which are forcing our particles round now I've just activated my flow field again and we can see the vectors now this flow fields been driven by those base spheres but you can see look it's actually quite sparse the grid of these vectors is quite sparse and that's because if we go to the flow field object move up our cell size is really big so we haven't really got a lot of detail so if we reduce that cell size we'll have far more far more cells obviously so now we should get a little bit more detail and they should follow that path a little bit more closely so let's just make that invisible again and we'll hit play now we're getting a nice move around here this that's working well good that looks excellent let's just have a quick look at that flow field spherical field that we set up so the flow field works within this spherical field until we get to this outer bounds where it's not working anymore so what we could perhaps do look let's move the outer bound to that circle field so it's really close to the surface of the collider sphere like a nice okay so late a couple of tweaks and that's looking good now like that right so now we're going to look at making our foam so whilst we do that let's just make our base spheres invisible and we want to start making our foam so let's go back to our water system and we brought in our foam object but obviously it's not doing anything at the moment because as I said earlier it needs its own emitter just hit pause so we can just create an emitter and it makes a new emitter here in our systems as renamed that immediately let's call that emitter foam and we can change let's go to the display tab and we'll change the icon color to white for foam well and we'll keep it particle color white displaying dots that's fine all right so let's now go back to our foam object so there's two ways of creating foam and spray in X particles there are the crest rate so this is depending on how curly a body of waters wave is and there's also an air rate and this is how hard water particles bang into each other therefore trapping air and creating foam and air so you've got that kind of thing you've got crest and you've got air rate and then there's two different types there is foam which is the foam that kind of lies on the surface of the water and is dragged around by the waves and the turbulence of that water and then you have spray and these are kind of like foam tiny foam particles that escape and then move away from the surface as spray so all I'm not gonna go through all of these settings and explain exactly how the foam object works for this scene this isn't a good scene to clearly demonstrate what all of the different settings do to demonstrate that you're much better off using a kind of a more traditional kind of water body with waves and ripples so this won't really demonstrate for you what all these settings do but actually luckily for us we can use a lot of the default settings and we're going to get some nice foam and spray Effects so I'll go through a couple of these settings the ones that we need to concentrate on so first of all go to concentrate I'm just going to take off the air rate just put that zero so all we're doing now is concentrating on the crest rate foam particles the ones that are created when waves curl up so at the moment we're not going to get any particles until after 60 frames so let's just see if that's the case so we've got no faux particles known for particles nothing's happening at all once we get past frames 60 we should start possibly seeing some if our default thresholds will create those particles let's have a look so we're getting a few could you see a few white dots so we are getting some particles on default settings after 60 frames let's put that back down to say 10 so these will start creating a lot earlier hit play again and there we go look on default settings we're getting these particles created by the crest okay very good so we're going to change a couple of the advection settings this is how the particles move effectively so the buoyancy is how much they're likely to float on the surface of the fluid but we don't really have a hugely defined surface in our scene because we've got these splashy particles this isn't a kind of a steady body of water like a river or an ocean that's got a very obvious surface the surface particles of our fluid are changing so quickly that actually it's not an awful lot of use to us so we can just stick this down to zero it's not going to make a huge amount of difference the drag setting is how much those foam particles are pulled around by the movement of the water so we can we'll just leave that as default for now now we have a spray setting of 40% so what what this means is it looks at the dent the water density of the fluid particles and if the water density of the fluid particles surrounding the foam particles is anywhere below ten percent it will create spray particles and they will be moved around away from the surface by this percentage so if we put on 100 all of the spray particles will be sprayed off and they won't be anywhere near the fluid surface but we don't really want spray we just want these foam particles to stay on the body of water and just add a little bit more detail so we're just gonna take that spray value way down and we're gonna reduce the foam density so most it basically we want most of the particles to be foam particles and they're going to be dragged along using this using this percentage so let's have a look what we want is these foam and spray particle was born they're being moved with that but look look you see we've got a bit of a problem here we're getting them colliding with the inside of our sphere why is that happening well if you remember if we go back to our system fears base system we have our sphere base inside Collider object with the collision tag and if we go into the exclusions do you remember we excluded the water particles from this because we wanted the water particles to be able to escape to the outside of the sphere and then the gravity bring them out to the outside surface so we also need to put our spray particles in here to exclude them from that collision so let's go back into our system water and let's bring in our foam particles stick them in so now we shouldn't get those foam particles sticking on this inside surface here let's have a look and yes they're coming outside now that's what we want but obviously the gravity is then forced along that surface but that's exactly what we want we want this spray leaking out of the edges of this of this Collider that's looking pretty nice okay so let's go back to our foam object so the amount of crest particles is dictated by a couple of things we have the crest rate but we also have this min crest and Max crest setting and what this is saying is only fluid particles which have created a wave of at least 30% and at max 50% of the overall crest will create those foam particles so if we reduce this minimum down a bit we will get more foam particles because more are allowed in that calculation and actually let's reduce that maximum speed down as well so slower particles can create can create foam let's hit play and now we've got some foam particles being created that's looking good very nice all right and let's just have a look are we go to our I'm trying to check my turbulence to make sure that we have got our turbulence effecting on the inside yes that's fine so we're still got turbulence affecting we've got them effecting a little bit these outside fold particles so that is great let's leave this simulating on a bit so because we get these foam particles kind of being created in and around the crests it really accentuates the detail of this fluid sip and actually makes it look more detailed than that it actually is it's a really neat trick you can do a relatively low-resolution fluid sim but really get some nice foam particles in there and it brings out that it brings out that detail okay so let's finally we'll go back to our foam and what I'm going to do now is I'm going to just put the crest rate down to zero so now we're not getting any foam particles because with the crest rates on zero and the air rates on zero so nothing is creating them so now we want to have a look at our air rate settings which the particles trapping air between them as they bang into each other so let's put this on 220 and what you're gonna see is with these settings we're not going to get any foam particles let's have a look explain why in a second so we're not getting any and it's because we have such sparsely populated fluids sim that isn't enough of an impact of those particles to be trapping the air so what we need to do is reduce massively the impact thresholds which are the defaults for a big body of water these maximum impacts the default settings would be fine but for us it's not going to work so we're going to put the minimum impact to zero maximum impact to one and we should now start seeing that now we have reduced that we have enough impact in this very low particle count sim to start creating some particles here we can look as there colliding we're starting to get foam particles great let's just try increase in that aerate to say 40 and we're starting to get some as they Bank as they collide that's obviously causing an impact so we're getting more particles colliding there excellent so that's looking nice so then let's reintroduce our crest particles put the rate at 40 and let's see what we get all right and now so we got lots more particles being created this is gonna create more detail for our sim and that's looking really good excellent we're getting this really nice detailed particles which are being moved very very closely to the movement and velocities of our water and that's because we don't have any of those Spray particles which are moving them around and we have that the drag set to 70 so they're being really pulled around by that fluid velocity excellence that's looking really nice and detailed that's working fantastically well for us excellent alright so I tell you what actually what we're gonna do before we save this up let's our simulation is running a little bit slowly as we were getting towards this amount you know around kind of 110 frame mark and that's because we have an awful lot of foam particles now if we just go to the let's go to the foam emitter we'll go to the display tab let's click on hood and we can show hood if I click that it's gonna tell us how many we've got look we've got 74,000 foam particles on frame 74 let's just move this on a little bit further and this number is is rising rapidly look over a hundred thousand foam particles now so we've got an awful lot in there and it's jumping up all of the time so we could perhaps reduce the rate of that a little bit we perhaps don't need as many let's go back to our foam solver and let's just put these rates back down to 20 on the defaults and let's see the difference so look just remember this on frame 95 we've got 150,000 foam particles so let's put that up and it should be obviously far fewer but we've still that we still got a fair amount in the viewport there still looking pretty detailed so let's get to that same frame frame 95 and yeah look we've got half the amount great so that's obviously much better it's running much more quickly and I think we still got enough foam particles here to provide the detail that we want we can of course up this again when it comes to render time if we need to we can resubmit with a higher an air rate for more foam particles but as we're building let's just keep our playback nice and quick and we will leave it that on crest rate 20 and air rate 20 okay so we've got our base animation for our water splash now obviously there's an awful lot more to do here what we're going to move on to next before we even think about meshing this and getting the rendering sorted out we are going to create a secondary splash and this is going to be the really nice splash that kind of wraps right around the front of our sphere and this is this little coming towards the end if you look at our references is that it's the nice slow motion wraparound splash and we're going to work on that and sort out how we can kind of art direct that splash in the next video [Music] you
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Channel: INSYDIUM LTD
Views: 21,235
Rating: undefined out of 5
Keywords: X-Particles, INSYDIUM, C4D, Cinema4D, Cinema 4D, MAXON, VFX, MotionGraphics, Update, Sneak Peek, Cinema, 4D, xparticles, particles, simulation, cgi, vfx, mograph, motion graphics, 3d, 4d, effex, visual fx, software, tutorials, tutorial, tip, hint, help, quicktip, trick, hints
Id: GrGnRSPQYT0
Channel Id: undefined
Length: 56min 36sec (3396 seconds)
Published: Fri May 15 2020
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