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RealWave Object Splashes
RealWave is a very convenient and fast tool when you want to create ocean surfaces with realistic waves, but unfortunately it also has a lot of bugs which make it unusable for many fields of application. Some of these problems affect the creation of wetmaps, high-frequency ripples with fast waves, an insufficient amount of detail with wave-object interaction and, last but not least, issues with the RealWave-specific emitters "Crest Splash" and "Object Splash".
Especially the "Object Splash" emitter is very difficult to handle for many reasons:
- Uncontrollable amount of particles
- Exploding and highly accelerated particles
- Very long simulation times
- Particles pass through the RealWave surface and create an unnatural look
- Uncontrollable splash shape
- Crashes with high emitter resolutions
This list of problems is very long and it seems as if there was no solution, but fortunately an easy-to-use setup is just a few clicks away. This free tutorial shows you how to create impressive and fully controllable splashes from RealWave surfaces and interacting objects. You will also learn that it is possible to produce hundreds of thousands of particles without instabilities.
The results look natural, realistic and finally, all the available parameters for the splashes' control make sense and really react on your settings and changes. You will discover a completely new side of the "Object Splash" emitter and its fantastic possibilities. The rendered image below shows you three completely different splashes from objects with the same physical parameters and attributes: size, mass, velocity and number of polygons. For this image three emitters have been used, but it is also possible to group all objects under a single "Object Splash" node.
You can also see that there are absolutely no underwater particles in the scene, because they have been removed with a very simple, yet effective script. This short program works on a per-frame basis and is therefore very fast.

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