Devin Johnston Posted June 7, 2013 Share Posted June 7, 2013 Can anyone give me some pointers on how to animate a boat wake without using fluid dynamics? Link to comment Share on other sites More sharing options...
dmv79 Posted June 7, 2013 Share Posted June 7, 2013 Hey, Devin. What are you looking for? First ones that come to my mind are: With fuids, with 3d max water reactor ( ) and with dirt texture (vray_attached img). But there are a few other ways we could think of. Link to comment Share on other sites More sharing options...
Devin Johnston Posted June 7, 2013 Author Share Posted June 7, 2013 No I don't want to use fluids or reactor it takes too long and too much of the system resources to do it. I was thinking of having some kind of animated displacement map move through the water object, but I've never done that before. Link to comment Share on other sites More sharing options...
dmv79 Posted June 7, 2013 Share Posted June 7, 2013 Well that would be about it. If you're using vray 2.0 (wich I'm not), you can use the dirt texture as a blend or comp texture mask and displace and map whatever you want. I also thought of using some geometry as volume select and a push modifier on top... Link to comment Share on other sites More sharing options...
dmv79 Posted June 7, 2013 Share Posted June 7, 2013 (edited) Devin, Here's the setup for the image attached earlier. In that case it was just material blend. But it could also be applied for displacement... Hope it helps let me know how it goes. Edited June 7, 2013 by dmv79 Link to comment Share on other sites More sharing options...
Devin Johnston Posted June 7, 2013 Author Share Posted June 7, 2013 Thanks Daniel that's exactley what I was looking for!! Link to comment Share on other sites More sharing options...
dmv79 Posted June 11, 2013 Share Posted June 11, 2013 Glad to share my little tricks Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted June 11, 2013 Share Posted June 11, 2013 As long as you are not seeing the wake up close I would start with that material and then potentially animate a coupe of layered noise maps starting arge and then getting small as the wake trails off. This will take less time to produce and render quite a bit faster than a displacement map. Link to comment Share on other sites More sharing options...
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