Subject: water, wake deformation 2005-07-07 - By Marc-Andre Carbonneau
Back We developed a method here using Syflex cloth with different spheres(3 to 4) as collision with friction... With a little tweaking you get really nice boat wake effects.
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Stefan Andersson Sent: Thursday, July 07, 2005 7:03 AM To: XSI@(protected) Subject: Re: water, wake deformation
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 > > > -- > 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 > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------ > rising sun research - http://research.rsp.com.au > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------ > >
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