So been working on this for a few days after I was not happy with my UFO Fluid sims I decided to run a test so I could work on my Realflow meshing skills and also further develop my Water Shader with V-Ray.
The Whale is a rig downloaded from Creative Crash which I simply animated in Maya and exported to Max and then Realflow across Realflows native .SD file.
Fluid Sim was done in Realflow which is really awesome as always! Sim time was around 7 Hours I did quite a few iterations of the sim so that I could get the best looking splash possible to test my meshing and shader skills on.
Next was meshing, I took my time trying to get the best looking mesh possible. Meshing is a big part becuase you want to avoid getting "Metaball Madness" meaning very blobby unnatural mesh but then you also avoid getting thin and "webby" mesh. If you look at films like Battleship where ILM take great time to develop mesh algorithms. However the meshing in Realflow is very good! I did not make the mesh open boundaries so I just used a mask in AE to fake the flat volume mesh!
Final Mesh Settings in Realflow
Next Came shading in V-Ray, I was trying to mimic the White Water translucency you get when water moves at high velocity's, this was done through V-Ray Dirt Material and various water shaders all mixed togther with a V-Ray blend shader, the final render does not look as "White Water" as I would of hope due to me making the ocean colour more tropical. However here are just some of my render tests below:
This Render looks a bit grey due to to much translucency ^^
I may do a White Water particle sim for this shot, however I have 5 shots that are going to be in production over the coming months and they all need some R&D and planning!