Ooh, ick, the waterwheel in my animation has to be overshot, so I can’t get away anymore from the need for the effect of water … cascading out of the spout, landing in the buckets, and in time, cascading out of the buckets into the creek below.
I saw Al_Capone’s post in this thread from last January:
(Note: my project does not have to run in the Game Engine.)
He refers to “Flow” and even shows what looks like a screen shot from such a tool. I don’t know what or where that is.
%| Ummm… Okay, I get it… yeah, the JPG in his response does seem to come from, y’know, duh, http://www.reptilelabour.com/software/flow. A little senior-moment here folks, and I’m readin’ about “Flow” now but anyhow. With or without an external tool, how would you do this? I would vastly prefer to be able to get the job done strictly in Blender. Since there is no “real time” requirement here, the SFX layer could be generated laboriously. I’m a savvy programmer if need be, but I’m hangin’ back now looking at ideas.
The trick with a waterwheel, of course, is that the buckets are constantly turning. I am definitely envisioning this as a special effects layer to be composited on top of the the turning wheel (w/Sequence Editor). The wheel does not need to be seen starting; it’s already in motion. It seems to me that the effect of water falling into the top bucket is one issue; the various streams of water falling out of buckets is handled separately per-bucket; and that “spray” is separate from them all. All of these being used to generate a suitable composite-layer to sandwich over the (dry) wheel layer. A twirling wheel of particle-emitters with a few well-placed scrims (shadow-only and shadowless, hence invisible but opaque) to block off what one shouldn’t see? A very short sequence, just part of a rotation then repeated… Hmm… hmm, hmm, hmmmmm… 8)
I could re-a-aly use some great ideas here, folks. :o And if there is a Blender plugin out there I don’t know about yet… “Now would be a good time, Scotty…”