90okm Posted June 6, 2017 Share Posted June 6, 2017 (edited) Hi ! sometimes i create effects of ships going though ocean. and it's always a problem for me to get nice water-cutting effect that occurs along the ship front. I get more or less suitable result but i can not say that i'm satisfied with overall look.... the most obvious thing for me in this case is to add some custom velocities to the flip particles near ship's surface. I just get ship's normals and modify them a bit (see the attached picture), and transfer them as a velocity to flip particles using SOP solver This works, but it still looks unnatural... hmmm... Maybe some of you may share their ideas how to set up simulation that could bring nice water breaking effect. Thanks in advance ! Edited June 6, 2017 by 90okm Quote Link to comment Share on other sites More sharing options...
derjcmp Posted June 6, 2017 Share Posted June 6, 2017 I usualy set a low grid scale when simulation those kinds of effects. Something like 1.7 gives me a nice result. Also I use splashy kernel with a very low velocity smoothing. You're approach looks really good! I'd do a cross product of the ships normals and pipe that into a vel field. Quote Link to comment Share on other sites More sharing options...
Atom Posted June 6, 2017 Share Posted June 6, 2017 Here is a thread with some explorations of ship based water effects. Maybe try the velocity pump approach? Quote Link to comment Share on other sites More sharing options...
90okm Posted June 7, 2017 Author Share Posted June 7, 2017 Thanx, Atom ! Quote Link to comment Share on other sites More sharing options...
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