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View Full Version : Ocean Wake - Once more


pixelshaker
05-30-2007, 09:58 AM
Hello,

i know this question has been asked several times and i already spend a lot of time to search for satisfying answers ..

Please look at the attached picture, what i want to achieve is a photorealistic rendering of an ocean including the breaking wakes infront of the carrier. I need it for a hires (8k) still rendering, no animation.

First i am confused which weapon to choose. Realflow oder Maya Fluids/Ocean. As there is nearly no realwave tutorial/example available from nextlimit i don´t know what it can do. The available Maya examples are poor, the documentation too.

So i would be very glad to have any general thoughts how to do this and if possible detailed tips too.

darktding
05-30-2007, 04:28 PM
Duncan and others here and on highend3d have provided good 101's on pulling off such effects to recap:
1) using nurbs intersecting surface and generating a curve to use as particle emission
2) using a fluid box to make volume looking foam
3) using foam emitters for the trail.
4) parenting wakes to the boat to enhance the bow and contact
Realwave is good too, I don't think it is extremely complicated...

ps that foam trail look very close to what one can get with the foam from the ocean/pond...

Duncan
05-30-2007, 04:31 PM
If it is just for a still, why not photoshop the foam and spray? Get some reference foam images an layer paint them where needed. This would probably look more real in the end and be much easier to do.

Duncan

pixelshaker
05-31-2007, 10:23 AM
darktding thank you for your ideas, sounds promising.

Duncan, sure you´re right to do it in post would be much more easy. But i wan´t it "the hard way" cause i wan´t to get rid of the need of photographic elements in this and upcoming images.

Any other suggestions ?

Thanx

draughl
05-31-2007, 08:00 PM
I'm working on realistic wakes too... I have a intersecting curve on my ship hull, but i'm not quite sure how to collide the particles to the displacement, especially not since half the particles are emitted underneath the displacement because the intersecting curve is exactly on the oceansurface.

TheWraith
06-01-2007, 07:18 PM
i'd agree with just painting them in photoshop. will probably look better and be quicker than trying to do it inside of maya.

that said, why not create a hi-res nurbs plane and turn it into a softbody that emits particles based on collision? you could also apply some kind of texture to dynamically control the opacity of the softbody plane and have it textured to look like a wake as well. you might even be able to set the ocean fluids plane as a goal for the softbody, though i'm not really sure on that part. i haven't messed with anything outside of texturing and modeling in a couple years. :(

i haven't tried any of these, so just things that popped into my head at first thought.

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