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Subject: water, wake deformation

Subject: water, wake deformation

2005-07-07       - By Luke

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Reply:     1     2     3     4     5     6  

Hey Stefan,

What about doing it with 2D maps driving dispacement or even bump
mapping of the water plane if you are far enough away from it?

That would a hell of a lot faster, and from my experience gives much
better and more predictable results..
Especially if you have access to a true micropolygon renderer, which
would make it look wicked without taking ages to render.

Just use a 2D fluid sim (the one in Maya is fine if you have access to
it, or just render some particles in 2D in XSI that do the kind of wake
you want as an image sequence, and render them to some way produce a
height field, rendering their zDepth might work or using a lot of
transparency to get detail in the map values to provide interest for the
height) to get some animated bump/displacement maps happening and place
them where the boats are, but project them onto the water plane at the
position and orientation of the boat (would be best to only inherit the
Y axis from the boat, and maybe a few frames behind the boat animation
to get the right motion in a turn etc. so the boat can bob up and down
without making the texture do whacko things for the wake).

If done with a little care this will not only look better and give you
more detail, but be much more controllable than a mesh-based sim, which
would be completely insane for 10-20 boat wakes, and take ages to tweek
for a change.

Just an idea....

cheers.

Luke

Morten Bartholdy wrote:

>Hejsan Stefan,
>
>
>Have you considered RealWave, now part of RealFlow?
>
>It will require you to generate a fairly dense mesh, but you can add detail
>to it with displacement and/or bump. Water - rarely easy ;)
>
>
>Best regards
>
>Morten Bartholdy
>3D & VFX Artist
>cell +45 2169 54676
>
>
>
>
>
>-- -- Original Message -- --
>From: "Stefan Andersson" <sanders3d@(protected)>
>To: <XSI@(protected)>
>Sent: Thursday, July 07, 2005 11:32 AM
>Subject: water, wake deformation
>
>
>  
>
>>Hi All,
>>
>>I was wondering if anyone here has made a wake (10-20 boats) NOT using
>>Arete DNT...? Since arete is "kind of" buggy and I refuse to buy that
>>crap, I'm looking for other ways of doing it.... but so far I have't
>>found an easy way...
>>
>>all tips are welcome
>>
>>regards
>>stefan
>>
>>
>>--
>>http://www.sanders3d.com/
>>
>>---
>>Unsubscribe? Mail Majordomo@(protected) with the following text in body:
>>unsubscribe xsi
>>
>>
>>    
>>
>
>---
>Unsubscribe? Mail Majordomo@(protected) with the following text in body:
>unsubscribe xsi
>  
>


--
luke emrose
technical director - luke.emrose@(protected)
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
rising sun pictures - www.rsp.com.au
redefining visual effects delivery
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
direct line +61 8 8400 6400
mobile ph +61 408 893 505
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
our adelaide phone number & address has
changed, please update your records..........
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
adl ph +61 8 8400 6400 - fx +61 8 8400 6401
level 1, 133 gouger street, adelaide, 5034
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
syd ph +61 2 9338 6400 - fx +61 2 9338 6401
15/16 charles street east redfern, sydney, 2016
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
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-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------


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Hey Stefan,<br>
<br>
What about doing it with 2D maps driving dispacement or even bump
mapping of the water plane if you are far enough away from it?<br>
<br>
That would a hell of a lot faster, and from my experience gives much
better and more predictable results..<br>
Especially if you have access to a true micropolygon renderer, which
would make it look wicked without taking ages to render.<br>
<br>
Just use a 2D fluid sim (the one in Maya is fine if you have access to
it, or just render some particles in 2D in XSI that do the kind of wake
you want as an image sequence, and render them to some way produce a
height field, rendering their zDepth might work or using a lot of
transparency to get detail in the map values to provide interest for
the height) to get some animated bump/displacement maps happening and
place them where the boats are, but project them onto the water plane
at the position and orientation of the boat (would be best to only
inherit the Y axis from the boat, and maybe a few frames behind the
boat animation to get the right motion in a turn etc. so the boat can
bob up and down without making the texture do whacko things for the
wake).<br>
<br>
If done with a little care this will not only look better and give you
more detail, but be much more controllable than a mesh-based sim, which
would be completely insane for 10-20 boat wakes, and take ages to tweek
for a change.<br>
<br>
Just an idea....<br>
<br>
cheers.<br>
<br>
Luke<br>
<br>
Morten Bartholdy wrote:
<blockquote cite="mid001301c582dd$4903b450$2d01a8c0@(protected)" type="cite">
 <pre wrap="">Hejsan Stefan,


Have you considered RealWave, now part of RealFlow?

It will require you to generate a fairly dense mesh, but you can add detail
to it with displacement and/or bump. Water - rarely easy ;)


Best regards

Morten Bartholdy
3D &amp; VFX Artist
cell +45 2169 54676





-- -- Original Message -- --
From: "Stefan Andersson" <a class="moz-txt-link-rfc2396E" href="mailto
:sanders3d@(protected)">&lt;sanders3d@(protected)&gt;</a>
To: <a class="moz-txt-link-rfc2396E" href="mailto:XSI@(protected)">&lt;XSI
@(protected)&gt;</a>
Sent: Thursday, July 07, 2005 11:32 AM
Subject: water, wake deformation


 </pre>
 <blockquote type="cite">
   <pre wrap="">Hi All,

I was wondering if anyone here has made a wake (10-20 boats) NOT using
Arete DNT...? Since arete is "kind of" buggy and I refuse to buy that
crap, I'm looking for other ways of doing it.... but so far I have't
found an easy way...

all tips are welcome

regards
stefan


--
<a class="moz-txt-link-freetext" href="http://www.sanders3d.com/">http://www
.sanders3d.com/</a>

---
Unsubscribe? Mail <a class="moz-txt-link-abbreviated" href="mailto:Majordomo
@(protected)">Majordomo@(protected)</a> with the following text in body:
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   </pre>
 </blockquote>
 <pre wrap=""><!---->
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 </pre>
</blockquote>
<br>
<br>
<pre class="moz-signature" cols="72">--
luke emrose
technical director - <a class="moz-txt-link-abbreviated" href="mailto:luke
.emrose@(protected)">luke.emrose@(protected)</a>
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
rising sun pictures - <a class="moz-txt-link-abbreviated" href="http://www.rsp
.com.au">www.rsp.com.au</a>
redefining visual effects delivery
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
direct line +61 8 8400 6400
mobile ph +61 408 893 505
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
our adelaide phone number &amp; address has
changed, please update your records..........
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
adl ph +61 8 8400 6400 - fx +61 8 8400 6401
level 1, 133 gouger street, adelaide, 5034
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
syd ph +61 2 9338 6400 - fx +61 2 9338 6401
15/16 charles street east redfern, sydney, 2016
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
rising sun research - <a class="moz-txt-link-freetext" href="http://research
.rsp.com.au">http://research.rsp.com.au</a>
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
</pre>
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