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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  

well... we don't have advanced here...

regards
stefan


On 7/7/05, Marc-Andre Carbonneau <marc-andre.carbonneau@(protected)> wrote:
> 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/
> >
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> >
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> >
> >
> >  --
> > luke emrose
> > technical director - luke.emrose@(protected)
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