Part 2
Drag anywhere from the screen to make a gravity icon. On top its a square icon with x on center and on elevation its a line with an arrrow. The arrow indicates the direction of the force. Size and location doesnt matter as long as you see it. See figure below

Make the top viewport active, go to main tollbar and click on Bind to Space Warp icon, then click on Gravity Icon (the mouse pointer will change into small box with wavy diagonal lines) and drag them it to the Particles Icon. The particles will be highlighted in a second which means the binding is okay. Then go to modifying panel, on parameters, adjust strenght = .04
Strength = Increasing Strength increases the effect of gravity;
that is, how objects move in relation to the Gravity icon's
direction arrow. Strength less than 0.0 creates negative
gravity, which repels particles moving in the same direction
and attracts particles moving in the opposite direction.
When Strength is set to 0.0, the Gravity space warp has
no effect.
Decay = When Decay is set to 0.0, the Gravity space warp has the
same strength throughout world space. Increasing the
Decay value causes gravity strength to diminish as
distance increases from the position of the gravity warp
object. Default=0.0.
12. Now play on your time slider at frame 25 and see the flow of the particles. We now corrected the direction and orientation of the flow of the particles. But as you can see, it goes down directly down at the bottom, instead at the water surface. We will now correct this to the next procedure. See figure below
13. Move back the time slider to 0, right click gravity icon and select hide selection. Go to Creating Panel, and select Space warps browse down the selection and select Deflectors and from the list click deflector. On top viewport drag on the location of the waterfalls, and assume the size of your water surface. Then on left or front view position it or aligned with water surface.
14. Make the top view active, go to main toolbar and select bind to space warp icon, then select defletor icon and wait until the icon change then drag it to the Particle Icon. Then go to modifying panel and on parameters and adjust the bounce. For this I make it .25, and variation to 40.
Bounce - Controls the speed at which particles bounce off the
deflector. At a setting of 1.0, particles bounce off the
deflector at the same speed they struck it. At 0.0, particles
do not bounce at all. At values between 0.0 and 1.0,
particles bounce off the deflector at a speed reduced from
their initial speed. At values greater than 1.0, particles
bounce off the deflector at a speed greater than their initial
speed. Default=1.0.
Variation - The amount by which each particle can vary from the
Bounce setting.
Now the setup is almost complete, play with your timeslider and see the reaction of the particles. Move the time slider to 35. See image below
15. Applly now the materials to the models. See my materials below
16. Final fine tuning of particles. Position the time slider at 40 frame. Click PArray Particles, go to modify and from Particle generation adjust Use rate to 600. Then right click on the Particles, activate object properties, and enable Motion Blur, select image then click ok. See figure
Unhide and unfreeze all objects, click on camera, go to modify and activate Render Effect Pass with a total pass of 2. And finally press F10, go to Renderer, Object Motion Blur click apply. Frame duration to .5 samples to 10, duration subdivision to 10. Select source box, riht click , choose object properties and untick Renderable. Then fire up RENDER.
This is my raw scene figures ( unrendered)
The day scene render
The night scene render
You can download the final scene (without the rpc items and trees) on this link -
http://www.hotlinkfiles.com/files/12...finalscene.rar
Comments and critics are welcome
All Rights Reserved:
Creating Waterfalls Tutorials
Arch Ronel K. Pabico
rpadc2002@yahoo.com