Jump to content
Sign in to follow this  

How to get nice ship's bow water cutting !

Recommended Posts

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...


Maybe some of you may share their ideas how to set up simulation that could bring nice water breaking effect.


Thanks in advance !

Edited by 90okm

Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this