That looks fantastic! How would I add a wake and foam?
@ltfilm
Жыл бұрын
I’ve actually not found a good way to do that. You could try adding a particle simulation to the bow and stern of the boat, but it is overall really limited in what you can accomplish.
@MurderWho
Жыл бұрын
Found my way to this video exactly because I'm looking to create wake and foam . . . I have a working solution for spray, but I'm not very satisfied with it thus far, but if I share my method, someone might be able to build off that. What I've done so far: use a vertex weight proximity mod on a simplified mesh of the ship or other thing in the water, (parent it to the actual ship), that measures proximity to the ocean. Then use that vertex group as a density modifier for a particle emitter, (you may need to flip weights, as the default vertex weight proximity settings give vertices that are further away a heavier weight), and give the particles a suitable normal velocity and slight upwards velocity, (usually +Z). And then if your ship isn't actually moving through the ocean, (afterall, ocean takes a long time to process and moving through ocean looks a lot like staying in one place and just moving the waves faster, which allows you to simulate a much much smaller ocean, esp. for long shots), you can duplicate the particle effect, add two wind effects blowing back-left and back-right, put them in separate groups, and have each copy of the particle effect reference one of those groups for its forces. I've been thinking that a wake might be something like a shrinkwrapped volume offset above the ocean surface a little bit, with tapered edges, shaded as a volume rather than as a surface, so it "colours" the surface of the water, and then foam would be a shrinkwrapped plane with a white bubbly mask on top of that. But so far, I've got nothing that looks better than animation straight out of the 90's. Using this motion trick and giving the wake-volume some triangular depressions, then using a displacement modifier to put waves on the wake volume might fake a good looking effect? As where it dips below the surface would then be negative space forming the edges of the wake. Of course, that would only look good on very calm waters with a fairly slow boat, as you really want the wake to disrupt existing waves and at faster speeds, create its own wavelets. I'm not sure how to do that to an ocean modifier, but I have a sneaky suspicion that it'll involve a lot of baking and hand-tweaking.
@ltfilm
Жыл бұрын
Thanks Chickie for sharing that! I honestly never got much into weight painting because I’ve always had trouble with it, but that would be a convenient way to keep the particles moving with the boat. I imagine to get a convincing effect close up, you’d probably have to end up using a fluid simulation. The method I use and the particle method are all just loose approximations that hold up at a distance but would pretty quickly break down up close.
@MurderWho
Жыл бұрын
@@ltfilm yeah, and it's really frustrating when you get so far with an approximation, only to find you can take it no further! right now I'm trying to play around with mapping the weight painting to a second identical plane, but shifted one section back, and then mixing it to the first plane again, in order to smear the weight backwards. then you could use that as a vertex group to partially shrink-wrap a plane to the ocean except only partially where the weight is, and then that plane would be my new ocean surface, with a wake that cuts through the waves. I don't think there's a way to make that work like I'm thinking, so I might just have to fluid sim :|
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