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Subject: water, wake deformation

Subject: water, wake deformation

2005-07-07       - By Stefan Andersson

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Reply:     1     2     3     4     5     6  

I do have access to Maya... never tyhough about using the fluid smoke
as a texture map. I'll give i a shot.

thanks
stefan andersson

On 7/7/05, Luke <luke@(protected)> wrote:
>  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
>
>
> --
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>  --
> luke emrose
> technical director - luke.emrose@(protected)
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