I did this simulation using Houdini 12.5 I am really happy with the result in terms of the water mesh, velocity, speed and randomness of this effect.
The foam is by using the whitewater feature in Houdini 12.5. This is being emitted for a short while, mostly when the water first comes down, which is when most of the heavy splashes and collisions are happening, once this effect reduces, the whitewater stops.
The coolest thing about this R&D and Houdini 12.5 is the fact that I can easily use the same water setup with a more elaborate scene, until next time
This is just a quick R&D system utilizing voronoiFracture, scatter, curves, spring and force nodes to drive the motion of the pieces of geo that became a cloth tearing like fx as well as the motion of the particles.
This is just a R&D of 2D Vector Field" or "Flow Map from an actual Fluid dynamic simulations created inside Houdini.
I wanted to be able to export the velocity fields as a sequence from a Fluid Simulation. Houdini makes it so easy for you. Its all done in the "Material Shader Buildier." . Thanks to Scott K over at Sidefx for his tips and suggestions and tutorials. Whenever I need a sequence or just one image, it can be done inside Houdini.
This is just a combination of pre- rendered fluid dynamics using Maya- fluid dynamics, 3Ds Max Flume FX, AE, Photshop and UDK.
The texture sizes are 512 x 512 for fire and fireball sequences.I have a 32 image atlas for the fire and a 16 for the fireball.
sparks are so much fun!
This system was created based on Pete Draper's sparks system in 3Ds Max however, I used nParticles in Maya 2013, AE was used for some post production effects such as the lens flare and glows.
The goal was to create some realistic electrical sparks like fx.
I am pretty happy with the result, I'll probably add some smoke to the next iteration.