Suggestions for making boat wake in C8.5 Pro
Mosk the Scribe
Posts: 888
Any suggestions for making the wake of a boat on an ocean in C8.5 Pro?
I saw one mini-tip on YouTube using a fire primitive, rotated and scaled, with colors set to white and blue to make a wake, and that's not bad.
I also remember a discussion on the old forums with one suggestion about using vertex objects for the bow and stern wakes - any hints about what type of shader to use for those? And how would you animate that shader to make it look like the foam/wake was changing? Use different noise settings at beginning and end and set the tweener to Noise Tweener maybe?
Thanks for any suggestions.
Comments
If you decide to try the object route, Spacebones has a set of wake objects at ShareCG
http://www.sharecg.com/v/25282/gallery/5/3D-Model/Wakes
Thanks. Looks like that's in obp format for Bryce, but may try importing into bryce then exporting as obj for carrara.
Spacebones normally uses obj. Only his older stuff is obp only.
Just so happens i completed a PT Boat model over the weekend and used Spacebones' wakes in the scene. The bibbest problem was to get the shading right - I never succeeded and ended up using water brushes in Gimp to try and correct it. made a pretty crap job of it, so I'm also very interested in getting some advice here.
Also just discovered a formula which was posted here some years ago. I don' have a clue what to do with it, but here it is for someone who knows what they are doing:)
y2=(y-0.75)*(y-0.75);
ax=(y2+0.125)/(y2+0.125/16);
x=(x*ax)/(1.2+p1);
x2= (x*x)+(p2/2);
r2=x2+y2;
h=4*(x2-0.0625*y2);
h=(h-r2)*(h-r2);
dz=((1-exp(-8*y2))*(PI/3+atan(-16*(y-0.75)))*exp(-h)/PI)*(1+p3);
"parameter 1.... wave angle"
"parameter 2.... wave head"
"parameter 3.... wave height"