Thanks for the commentary, guys 
Wasn’t expecting too much response over it… like I said, this isn’t even what I’m planning on using for the challenge. They’re just a couple R&D tests that I did to dig a little deeper into fluids and decide what I could achieve in the time limit we’re talking about.
I spent almost all of my time on the motion of the elements and the simulation – not too much on the shaders because tweaking that stuff is a month away on a case-by-case basis.
I’m pretty sure that I’ll be able to pull off a tall ship/pirate ship getting smacked around in a storm based on my initial tests. I think I’m going to be tweaking particles (spray/splashes) up until the wire, so if I have any characters in scene, they’ll be greenscreen comps and not CG.
jigu, the foam is a 2d fluid simulation built-in to maya’s ocean shader – it’s fairly difficult to get decent results from it… doubly so if you’re using mental ray instead of the Maya Software renderer. There’s a wake emitter on the bottom of the tube which is adding more foam into the ocean based on the velocity the tube hits the surface as well (a little bit of expression glue needed for that). The foam is actually added when you adjust heat voxels/second on the wake emitter, and that’s where that expression is.
In addition to the foam, I’ve got some particles being generated whenever:
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Any tube vertex collides with my low-poly approximation of the ocean surface
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The angle between any two faces of a given wave on the low-poly is greater than 40 degrees… this helps out the whitecaps a little, although is barely noticeable with the extremely low number of particles I used on the test.
Robert, the mist looks a LOT like smoke currently. It’s really just a maya fluid preset that I haven’t fiddled with at all yet – it looks a lot more like mist rendered with the Maya Software renderer, but it breaks into cotton balls in mentalray. I’m curious if I could use my lowpoly ocean surface to push the mist fluid around a little bit.
Bet that would make some super complex secondary motion for free… (writing this down and sketching this idea!)
Rendering is the least of my worries at this stage in the project, but I’m happy that my water and sky shaders are already close enough that I can just assume that they’ll rock with a day or so’s tweaking toward the end.
Thanks again to everyone who dropped in today… think I’m going for either a storyboard or a mini-script treatment next before I get started for real.
–T