Pixar in a Box
- Effects overview
- Introduction to particle systems
- Simulating water
- Water simulation
- Smooth collisions
- Smoothed particle hydrodynamics
- Create water surface using particles
- Calculating contour lines
- What else can you make with particle systems?
- Fireworks simulator
- Genesis effect
- Getting to know Matt Wong
To make realistic water we'll need to soften the particle collisions.
Want to join the conversation?
- Why was it red on the corners when he put 800 particles(28 votes)
- I believe the red color indicates there was extreme pressure on the particles beneath the entire load. In the current simulation, dark blue is the indicator.(31 votes)
- in which app we can make these effects or animations?(3 votes)
- At1:30why does the circles turn red when they touch something?(2 votes)
- Oh, the circles turn red simply because of the pressure. When droplets fall against each other with a high collision softness, they turn red as the pressure increases. (There's no where to go, but other droplets keep falling on them.) This may also be because heat is produced when pressure is created. When the great pressure is too much, the droplets just burst out which you see later.
Hope that helped! : )(3 votes)
- The moment the balls hit the wall, they raise upward. How come?(2 votes)
- what program are they using(1 vote)
(springy bounce) - Hey, welcome back. You probably noticed that the ping pong ball stimulator looks a little more like sand than water. For instance, the balls can pile up on each other like this. We used a stimulation much like this in Finding Dory. For instance, the sand in this shot. And the East Australian current in this shot. To create more water-like stimulation, we need to remove the hard boundary of the balls. They don't just bounce off like ping pong balls. They kind of smush together to create a soft collision. The smooth collisions are an approximation of the pressure forces that water normally experiences. There's a fancy name for this kind of stimulation. It's called "smoothed particle hydrodynamics" or "SPH" for short. Hydrodynamics literally means the motion of fluids. Now let's look at how lots of smooth particles interact. We can control how the particles collide using this parameter called Collision softness. Okay, so this is getting pretty close. Another parameter we can control is called Viscosity. Viscosity is a measure of how easily things flow. Fluids with low viscosity like water, flow pretty freely as we see here. Fluids with high viscosity like honey, flow more slowly. Like this. (water rippling) The more particles you add, the more computation is needed and the slower the program responds. (slow motion water ripple) Here's an example of SPH from Finding Nemo. It takes place inside the mouth of a whale. We've drawn the particles as balls here so you can watch their motion. In the next exercise, you'll get some practice experimenting with these different parameters to get a wide range of behaviors. See you soon!