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Sebasvideo
04-04-2014, 08:07 AM
I'm trying to make a river that if I don't have a choice I would do with fluid sim in Blender, but since it doesn't have to look too real, I was wondering if there is a way to do this just in Lightwave. I have the terrain sculpted in Modo, so it would be a matter of adding something that goes along the seam, and surface it with water, which I already have from the times I do fluid sims in Blender and bring the generated meshes into Lightwave.

vector
04-04-2014, 10:39 AM
Animated displacement could do a good job, even mixing more than one to simulate different flows

You also can take a look to http://lightwavebox.blogspot.com.es/2014/01/falls-simulation-by-dustin-solomon.html

Not only the falls effect but the water can teach you something

RebelHill
04-04-2014, 12:01 PM
No point using fluid sim if its just a set body of water (ie nothing splashing in or out)... just use displacements.

Sebasvideo
04-04-2014, 12:34 PM
Thanks for your replies. I don't know how to do displacements yet, but I guess I'll have to watch some tutorials and learn.

ernpchan
04-04-2014, 01:05 PM
Thanks for your replies. I don't know how to do displacements yet, but I guess I'll have to watch some tutorials and learn.

It's the same idea as applying a texture but you do it in the Object Properties window>Deform tab. There's a Displacement Map button.

Sebasvideo
04-04-2014, 01:14 PM
Thanks. I still don't see how that works, but I'm sure watching a tutorial the light will go off and it will be very easy once I get the hang of it.

prometheus
04-04-2014, 01:46 PM
cant recall exactly..thereīs a thread somewhere on the newtek forums where someone needed a river flow,

splinegod..which we so dearly miss, and he is sadly not with us any more physicly, had a showcase of that and how to make proderal textures and displacement follow a curved flowing river, you have to use some image textured filters, or at least he and I did that, maybe nodes can work that out nowadays...it was a setup of making uvīs for the geometry then using textured image filter to add control for using procedurals along the uvīs.

I will look for that thread and see if I can find it...it might even be on splinegods youtube videos,not sure about that though.

Greg Sullivan is great of finding simple solutions..which might otherwise require complex simulations..he has a whirlpool tutorial "think of pirates of the caribbean" using particles first ..but only to make some sort of rendered motion flow, then mapping that to displaced geometry.

If you like it and have use for it, it is required by old custom policies to do a liking and comment on his page:)
http://www.youtube.com/watch?v=kFwxPU_BB8g

prometheus
04-04-2014, 02:14 PM
another way would be to use particles and add a dynamic wind, set to animation path, clone handles and move them along the desired flow direction, you have to adjust power and size of the wind radius to match the emitter.

surface mode for hypervoxels with a stretch to velocity, and increase velocity a little.

if you plan on advanced splashes, well get real flow for 3 times the price of lightwave:) or use blender as you have done.

Michael

RebelHill
04-04-2014, 02:58 PM
Thanks for your replies. I don't know how to do displacements yet, but I guess I'll have to watch some tutorials and learn.

https://www.youtube.com/watch?v=1ntNHcjyAzg&list=PL1C4072533A16B807&index=16

Waves of light
04-04-2014, 03:35 PM
I think Micheal was taking about this thread: http://forums.newtek.com/showthread.php?127489-Using-animated-displacement-for-flowing-river

prometheus
04-04-2014, 04:17 PM
I think Micheal was taking about this thread: http://forums.newtek.com/showthread.php?127489-Using-animated-displacement-for-flowing-river

Yes..that it was, thanks for finding it for us.
splinegod posted a simple setup scene for it...
http://forums.newtek.com/attachment.php?attachmentid=103714&d=1334980036

or check page two on that thread and splinegods post river scene.