Question about ocean and ships

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Question about ocean and ships // TS6 and Older

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Post by ladyarmour // Jun 17, 2006, 11:36am

ladyarmour
Total Posts: 7
Can anybody tell me a way to make the wake of a ship? Would a model or particle system be the best way to go? Any ideas or help would be most appreciated. :confused:

I'm still using ts5.1 by the way.

Post by TheWickedWitchOfTheWeb // Jun 17, 2006, 12:21pm

TheWickedWitchOfTheWeb
Total Posts: 858
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Dyna-Wave instantly springs to mind. It's made by MentaMagic (http://mentemagica.com/products.htm) but also included on the AniPak. Check here for more info: http://www.caligari.com/Products/trueSpace/ts5/plugins/caligari/AniPack/default.asp?Cate=Caligari


I haven't used it so that's the limit of my knowledge on it I'm afraid but it certainly seems like it'll do the job! (if it's for a still then you could just do some heavy point editing!)


Hope that helps and welcome to the Forums!

Post by ladyarmour // Jun 17, 2006, 1:42pm

ladyarmour
Total Posts: 7
I forgot about Dyna-Wave. Thanks for the reminder. I'll check it out.

Since it is for a still, I might try the point editingfirst.

I've been out of the scene for a while and am now just getting back into it.

Post by trueBlue // Jun 17, 2006, 6:13pm

trueBlue
Total Posts: 1761
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How about the Object deformation tool?

Post by W!ZARD // Jun 18, 2006, 4:46am

W!ZARD
Total Posts: 2603
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I've had reasonable success with using a Nurbs plane that sits slightly above and below the sea plane. Shape it into a series of widening V shapes.


HTH

Post by ladyarmour // Jun 18, 2006, 5:50am

ladyarmour
Total Posts: 7
I'll try both of those suggestions. I've forgotten more than I thought. Thanks for the suggestions.

Post by TomG // Jun 19, 2006, 3:31am

TomG
Total Posts: 3397
Depending on how close you are and how much detail you need, a texture map and bump map may be enough, and then you can just paint the wake onto the texture and bump images.


You can also use that to paint on white foam, plus also use it to change the reflectivity for foam versus clear water (assuming this is a large ship and not a small rowing boat, which will just generate ripples and no foam ;) )


HTH!

Tom

Post by 3dpdk // Aug 8, 2006, 10:24pm

3dpdk
Total Posts: 212
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Hi all.

Sorry to reactivate this one after a month but I've been out to sea and out of communications for several months. I have a few days to sit in port and figured this one is up my alley, so...

ladyarmour:
I think Thomas's idea is probably the easiest solution. rather than trying to model the wave and having problems with it blending smoothly with the surrounding water surface. Using a general, over all bump map like "hair" or "soap" makes a good wave if enlarged; then apply a second layer bump map with the expanding "V"s Thomas mentioned and position it very carefully to the stern of the ship. The wake will also show reflections of the overall wave pattern which is what it does in reality.

Speaking of reality:
1. A "cresting" wake is only created by a vessel on plane. Most of the foam you see from a passing ship comes from the wheel (prop) wash and from the bow slicing through the water.

2. TWO wakes are created as a boat moves through the water; a bow wake and a stern wake. The bow wake is the wave that moves away at roughly 45 deg to direction of the boat and the stern wake appears parallel to the stern.

3. Large ships (like 600 foot cruse ships) will create 6 to 12 small (2 to 4 ft) wakes from the bow to the stern. That has to do with theoretical hull speeds and the speed a given size wave can travel through the water; more info than you probably wanted to know, I'm sure...just trying to help you keep it real!:)

The attached image (if it uploads) shows my attempts to use a model wake created by the channel marker. I spent a LOT of time trying to make this work but never was satisfied. A single v shaped bump map would have done the trick.

Paul

Post by Johny // Aug 9, 2006, 3:40am

Johny
Total Posts: 672
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Nice water here :)
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