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show user profile  cbflex
What is the most photorealistic/efficient way to model a waterfall?

I was thinking of just using a spray particle system or something similar, and shaping it as flats. Then using motion blur in post to make it seem moving.
However, having that many particles, over a period of time that I have, is not efficient. It slows down my system a lot, even when I make the life last for 30 frames, it's as if it stores all the particles, even the dead ones, in memory.

My next idea was to make some sort of polygon or rectangular prism, that morphs over a certain period of time, that looks all blurry as well. That just looked terrible.

I suppose I could always use realflow, I just wish there was an easier way, that's more practical.
read 367 times
12/13/2013 7:34:37 PM (last edit: 12/13/2013 7:34:37 PM)
show user profile  ScotlandDave
A quick way would be to map a texture ( stretched noise? ) onto a plane that has been warped/deformed a bit and then use particle smoke ( ie billboard smoke ) at the bottom where it meets the ground/water..

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read 349 times
12/13/2013 9:07:39 PM (last edit: 12/13/2013 9:07:39 PM)
show user profile  Coxy
read 341 times
12/13/2013 9:45:05 PM (last edit: 12/13/2013 9:45:05 PM)
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