
The Challenge of Ripples Without a Container
Indeed, the nParticles water system is designed for contained liquids, not for ripples on open surfaces. The problem you describe is common when we try to adapt tools designed for a specific purpose to a different situation. The ripples you're looking for require an approach that simulates propagation on an infinite surface, not collisions against container walls.
To create realistic ripples on a flat surface when your character emerges, you need to work with techniques that mimic the physics of wave propagation in elastic media. The key is to think of the surface as a tense membrane that responds to disturbances, not as a contained body of water.
In visual effects, perfect ripples are born not from water, but from understanding how energy propagates across a surface
nCloth Technique for Realistic Ripples
The most elegant solution is to use nCloth on a flat surface. Convert your plane into cloth and adjust the parameters so it behaves like a liquid.
- Create a subdivided plane: high resolution for smooth ripples
- Apply nCloth: select plane and use nMesh > Create nCloth
- Adjust pressure: negative values for initial sinking
- Configure stiffness: low bending and stretching resistance
Essential nCloth Parameters for Liquid
nCloth can simulate liquid by modifying its material properties. Don't use the cloth presets; create a specific one for aquatic behavior.
The Lift and Drag values are crucial for simulating water viscosity. A high Damp helps ripples dissipate naturally 😊
- Bend Resistance: 0.1-0.3 for maximum flexibility
- Stretch Resistance: 0.5-1.0 for some surface tension
- Damp: 0.3-0.6 for fast damping
- Lift and Drag: 0.1-0.3 for fluid resistance
Animating the Character's Emergence
To trigger the ripples, use the character itself as a collider. Animate it emerging through the nCloth plane to generate the disturbances.
Configure the character as an nRigid passive collider. This will make it interact physically with the nCloth surface without being affected by the simulation.
- Character as nRigid: nMesh > Create Passive Collider
- Collision Layer: same layer as the nCloth
- Emergence animation: smooth vertical movement
- Collision Thickness: sufficient for accurate detection
Alternative Method with 2D Fluids
If nCloth doesn't give the expected result, you can use 2D fluids in a flat container. It's more complex but offers different control.
Create a fluid container with little height but large area. Use density and temperature to simulate disturbances without full 3D behavior.
- Flat fluid container: 1-2 voxels in height
- Emission from character: density with low values
- Negative buoyancy: so it doesn't rise
- Content Method: Dynamic Grid for evolution
Technique with Deformers and Blendshapes
For maximum artistic control, consider using manual deformers. Combine wave deformers with manual animation for predictable results.
Create several wave deformers with different amplitudes and frequencies. Animate them to activate sequentially, creating