I’m trying to ‘animate’ a water landing ‘traveling shot’; where most of the motion is implied through water movement rather than actually moving the model and camera too much.
I was hoping to ‘fake’ movement by having water ripples traveling from the top of the shot to the bottom, and as the ‘ship’ impacts the water (and eventually settles) having spray shoot sort of sideways.
I’d then ‘fake’ deceleration by slowing the whole thing down.
So, can blender’s fluid sim handle this sort of thing?
If not, what is the best way to fake this sort of thing?
What sort of settings should I be using?
Okay, No comments means i’ve been trying to move forward on my own.
so, after having read some tutorials I’d added a particle system for the particles/foam etc.
but the particles only last for the first 10 seconds of a 40 second animation. How can I change the particle life to cover the whole simulation? I’m not seeing anything covering it in the fluid boxes in the physics tabs.
You might want to check out the Dynamic Paint system for the impact between ship and water, it can be used to give passable results for objects interacting with fluids without all the heavy duty number crunching of the Fluid Simulator. The results won’t be as physically accurate as using the Fluid Sim but maybe good enough for your needs. Check out this tutorial- http://www.blendernation.com/2012/04/26/dynamic-paint-waves-tutorial/
As for the particle problem- that sounds like you need to look at the the Start/End times and Lifetime in the in the particle sytem.
Loads… especially since the fluids simulator has been managing to outwit me. (which I attribute to lack of skill/patience (in being willing to wait on hours plus simulation bake times at higher resolution levels)