Here I want to share a little test I did with Blender 2.65 and it’s fluids physics.
Inspired from this realflow video , I started to play a bit with this. It’s not perfect , I don’t
put a lot of time on it but it’s not too bad. No compositing done after.I download the Killer Whale model from BlendSwap ( thanks to Dave Collison ). I did my shading and render with Cycles. I build my own water shader node tree with the ray_length node trick. For making the waves on water it’s really simple: I apply a ocean deformer on the geometry that generate the fluid. Starting with a wave form , it’s enough to start and continue the motion. The foam it’s self generated by the “Generate Particles” option in the domain. No tracer Particles are generated. After that , I instance little white sphere on particles to give a foam effects. Any comments are wlecome !
Watch it directly on youtube in 720p !
Simulation time : 12hours
Render Time: 8min per frame for 350frame = 47hours in Cycles
Domain Resolution: 300
Generate particles: 10.000
Note: Cycles motionblur for particles don’t really work. It’s be 20times too blurred for it’s speed. That’s why I don’t use motionblur for this video.
And a little test of my water shader, foam shader and wetmap: