I've got a challenge over here to simulate water flowing ahead of the camera which is floating downstream. I have a layer than can serve as a mask/emitter that is the renderID channel of the water surface in the pipe that the water's flowing in. See the frame attached. The purple path leading forward is the surface we need the water flowing along.
Any ideas? I figure there's got to be a way to do this with particular, it's so damn versitile, it's just beyond me right now.
Thanks for any tips that could lead in the right direction! Something like the smoke, but constrained to that path and axis could look like turbulent water?