I have tried to imitate Jeremy W’s water trail thingy wich I got in another thread and some asked to post the results if it worked. Although I only managed to get half results, meaby someone can pick it up from here and tell me how to continue in turn (if they weren’t already further along).
So here goes:
First you need to create a sphere with an emitter as a child. The emitter should lay horizontally on the same level as the plane you use for the water surface. Particle speed is zero. Emitter settings I used are: Birth rate= 300, lifetime= 29 with a 5% variation.
Than you need two materials, the first should be your average water material and the second a copy of that, but with a proximal in the alpha (proximal target= emitter). My Proximal settings: start distance= 0%, end distance= 35% and intensity= 50%.
Put the bhodinut distorter in the bump channel with a 2d noise in the ‘texture’ box (I used FBM scaled up to 450%) and a proximal (target= emitter) in the ‘distorter’ box. My Proximal settings are: start distance= 0% and end distance= 9%, intensity= 100%. To clearly distinquish the trail you might want to change the color to red, as in Jeremy’s example.
Now you just need to aply the ‘normal’ water material to the plane (water surface) with the other water material (with the proximal’s) on top of it. And animate the sphere through the water surface.
This is only how to get the trail behind the sphere but as you can see in the pic below, it’s a far cry from Jeremy’s original example. I’m not sure how far others have made it but I hope somebody can help me continue…