A sequence of water-sim nightmares
I am doing a complex sequence of shots which require me to do a fair bit of water simulation. Which I ended up not doing altogether because of the nature of the shot. Let me explain:
The story needs the main character ( with a cool as hell race car ) to get across the sea. And the only thing they come up with is to drive as fast as possible at the sea and hopefully bounce off the water and get to the other side.
Spoiler alert: it works.
I thought at first to use either fluid simulation or smoke simulation to create the slashes of water as they travel through it. But there are limitations on how much I can simulate on this computer.
As you can see in the render the car is getting rather close to the camera and we can see almost the entire trail of displaced water drawn after it. For this kind of simulation I'd have to have a very huge water domain object. And a huge voxel resolution of it. Which my computer would probably not like.
I ended up using the dynamic paint tool to draw 4K textures of the slashes using the car as the brush. And then added noise to it to bump the perceived resolution. But I need it to displace the plane of water.
This ended up being roughly the same kind of problem as with the fluid sim. I'd have to have ludicrous amount of subdivisions just to make the stuff close to the camera to be anywhere near the resolution I want.
Good thing I have Experimental Features of Blender. And there is one very old one that is still somehow experimental. By the name of Adaptive Subdivision. Which I'm now relying on to get these shots.