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FIGURE 24-10 The soft body is animated by a Turbulence field with a Magnitude of 5 and a Goal Weight of 02
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the Phase X attribute and choose Expressions from the marking menu This opens the Expression Editor In the Expression field, type the following line, and then click Create: turbulenceField1phaseX=2*time;
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When you right-click an attribute, the selected object name and attribute
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show up in the Selected Obj & Attr field in the Expression Editor You can copy and paste that line into the Expression field and continue to type the expression This saves time and lessens the chances of typing in the wrong words
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The Frequency attribute of the field must also be reduced The Frequency attribute controls the length of the waves, and since we would like large, rolling waves as opposed to short, bumpy ones, we need to set this attribute lower A value of 05 will work well Playblast the animation to see the animation in real time
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Now we will create a volume emitter that emits the particle raindrops Gravity will then be added to these particles to control their fall toward the ocean surface If an object, such as a ball, vehicle, or character, were falling from the sky instead of particles, we could set up colli-
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The Complete Reference
sions to create the displacement in the ocean But because the raindrop particles are so small, the collision impact is not that great We will create an Air field that emits from each particle to displace the soft body surface around each particle By itself, the interaction causes the soft body particles to bob up and down To create ripples in the water around where the raindrop particles collide, we will add springs between each soft body particle
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Create an emitter and set it as a Volume type Scale it up so that it is about the same size as the ocean in X and Z but only about 1 unit high Move it up in the scene so that it sits far above the ocean Edit the emitter s attributes in the Attribute Editor Set the Emitter Type to Surface and the Rate (Particles/Sec) attribute to 20 Click the Create button Click the Play button and you should see the particles being emitted from the surface Select the particle object and then choose Fields | Gravity to add a Gravity field and connect it to the rain particles Set the gravity s Magnitude attribute to 50 so that the particles fall at the correct rate Select the new particle group and name it particle_Rain In the Attribute Editor for this group, set the Particle Render Type to Streak Add attributes for this current render type and add a Per Object color attribute so that it matches the settings shown here: To use each particle as a source of an Air field, first create the Air field (choose Fields | Air Field) Select the particle_Rain group and then choose Fields | Use Selected as Source of Field Edit the Air field s attributes Set the Magnitude to 0 and the Max Distance to 1 You need to make sure that Use Max Distance is enabled so that you can edit the value in the Attribute Editor Also, make sure the Apply Per Vertex check box in the Special Effects Folder is checked so that each particle, instead of the entire group as a whole, can be used as the source of the field
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Rigid and Soft Body Dynamics
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If you are editing these attributes in the Channel Box instead of the
Attribute Editor, you will be able to see and edit values for attributes that may be inactive and grayed out in the Attribute Editor Editing these attributes in the Channel Box has no effect For this reason, you should work in the Attribute Editor until you have a better understanding of how these attribute settings work
For these Air fields to affect the soft body particles, they need to be connected Use the Dynamic Relationship Editor (Windows | Relationship Editors | Dynamic Relationship Editor) In this window, select the waterSoft object With the Fields selection mode enabled, choose airField1 from the list on the right The window should look like this: When you click the Play button, you should see the rain particles make little indentations in the soft body surface Because turbulenceField1 is also affecting the surface, it might be best to disable it while we fine-tune the interaction with the falling rain particles In the Dynamic Relationship Editor, select the waterSoft object if it isn t already still selected, and then click turbulenceField1 in the right column to deselect it Now when you play back the animation, only the Air field from the rain particles should affect the soft body water surface If the surface were mud instead of water, the indentations made by
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