Dave Buckley Posted December 9, 2010 Share Posted December 9, 2010 I'm trying to help someone with an animation of a military ship on water. I've explained reactor and managed to set up a nice water simulation, the wakes look perfect in the preview. everything else is working fine with linked particle systems etc for spray etc. the only problem I have is that after I've created the animation, skip through a few frames to a point in time that definately contains deformation of the water surface, hit render, the water is flat and shows no sign of any wakes like the prview window did. are there any limitations with reactor I should know about or does anybody know of this problem/solutions? Link to comment Share on other sites More sharing options...
maciejwypych Posted December 9, 2010 Share Posted December 9, 2010 Water space warp object doesn't render. Check if you binded your plane to the space warp-you will see a wsm modifier in the stack. Link to comment Share on other sites More sharing options...
Dave Buckley Posted December 9, 2010 Author Share Posted December 9, 2010 I definately did that. I have a feeling it's down to the system unit setup. I'm normally set to mm but I've just changed to inches and it seems to work Link to comment Share on other sites More sharing options...
Dave Buckley Posted December 9, 2010 Author Share Posted December 9, 2010 and the result, just a quick and dirty ocean surface but the effect I was after Link to comment Share on other sites More sharing options...
amer abidi Posted December 9, 2010 Share Posted December 9, 2010 I definately did that. I have a feeling it's down to the system unit setup. I'm normally set to mm but I've just changed to inches and it seems to work Hey Dave! Make sure you set up the proper units in the Havok world parameters. It comes defaulting to a gravity power of -3.862m and 1m=.394m in max. These are setting relating to inch measurements. You have to set them to -9.81m and 1m repectively in order to get proper simulation in a metric world. Also dont forget to then adjust the collision Tolerance accordingly in order to avoid any nasty surprises. Link to comment Share on other sites More sharing options...
Dave Buckley Posted December 9, 2010 Author Share Posted December 9, 2010 guess i should read things more closely Thanks for pointing that out. It's massively thrown all my other settings out now Link to comment Share on other sites More sharing options...
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