View Full Version : How do i aniamte an ocean
hey ..need some inf...how do you animate water..if its in one of the books please do tell cuase i got a couple and ain't seen it... if not leave some tips ....do i use bones and stuff?? or can it be just a camera trick with lighting effetcs ...i now you can use just nlighting and camera sometiimes for underwater but whut about above the water.
Elmar Moelzer
06-16-2003, 09:46 PM
http://www.simplylightwave.com/movie_pages/tutorial.mhtml?tut_id=3
The best tutorial for oceans that I have seen so far.
Hope it helps!
CU
Elmar
peder
06-17-2003, 04:17 AM
I've got one here.
Ocean Tutorial (http://gfx.naalsund.net/ocean_tut/ocean_tutorial.htm)
Peder
Palash
06-17-2003, 07:05 AM
NatureFX plugin is really great for animating ocean.
mattclary
06-17-2003, 07:40 AM
I did the tute from SimplyLightWave and it came out really well.
thanx 4 the feed back you guys ..lol i got impatient b4 i read ur replies so i aniamted an underater sen just using lighting effets and camera tricks its not quite ood buts it pretty decent thanks alot other wise tho...ahah funny thing is i loaded two ocean planes and just had them moving back and forth againts each other to sea how it would do ahah it was pretty cool lol not to natural tho but kool
And last but least like if you have a boat in the water how do i get the foamy ripples behind it
also how would i get that effect if a plane pass over im used a volumetric lgiht but it din't look to niffty??? some one told me to boolen the water some **** like that ?? nut hey i don't know.
Elmar Moelzer
06-17-2003, 11:48 AM
Hey Ziah, check out the simply- lightwave- tutorial!
From there you will get the right ideas (hint: paint an alpha- pic for another displacement and a few more surface- textures).
CU
Elmar
Palash
06-17-2003, 01:14 PM
To get foam in the water and a boat trail use RealWave by Nextlimit. There is a boat trail tutorial, the plugin is really great, it makes foam by using the particles.
Flashfire|REAL
06-18-2003, 08:27 AM
Some time within the next 2 or 3 weeks, the first eight chapters of my Landscape tutorial E-Book will be available where there is a meaty chapter on ocean creation, that looks at it in more detail than seen in any other tutorial around... which includes how to make your water planes have depth attenuation, foamy wave-breaks, churned oceans (due to boats), including the displacement wakes.
I'll post again later when this is available... until then, here is a sample pic of the latest completed section on oceans with Depth Attenuation.
http://www.firedragon.com/~lwg3d/sup/2003/06/18-942052_tn.jpg (http://www.firedragon.com/~lwg3d/sup/2003/06/18-942052.jpg)
Cheers!
rapscallion
06-19-2003, 03:38 AM
Hey...Hi...here's three quick things to try to accomplish what you need quick and easy...and take note that this method uses nothing but what comes in the box...don't get me wrong, third party plugs can be cool, but so can food so I like to save all my bucks...anyhow, here goes...
1. to make the ocean itself just use good old fashioned Normal Displacement on a a very large subpatched plane; you set this up under the deform tab in the object properties window...once you've added the plug, just try experimenting with an enveloped procedural (you can use a Null (call it wave motion or something) to control the texture coordinates so you can actually animate the overal "current" of the water in real time!)
2. Add you boat and parent a new null (called wake or something) to it, then add the effector plug to your boat and tell it to use the wake null as the effector - now you'll see the null displacing a rounded area on your plane - just position it properly and your good to go with a basic wake added to the waves you've already got working from the normal displacement
3. in Modeler select a ring of vertices around the hull of your ship at approximately the spot your boat will be submerged to...copy these vertices and paste them into a seperate layer and save the object...now when you open the object in layout it will come up in two pieces: the boat, and the invisible seemingly useless vertice layer...but what you do is add FX_emitter to the vertice object and tell the particles to use the object vertices as the nozzle and then set the Generator to use frames or seconds...or if you are feeling adventurous you can set it to generate either based on speed (so you get more particles when you move faster), or you could actually use collision event (with the displalced plain as the collision object) to have particles generate each time youer vertice ring crosses the surface of the water so that way if your boat is bouncing in and out of the water it will only emit upon hitting...so once you get the particle wake looking good just as hypervoxels, tinker and go!
So was that all too much too fast? I said three simple things and now it looks like a whole page of stuff, but trust me when I tell you guys this is easier than it might sound...have fun...wishing the best...from the void...j.p.rapscallion...
rapscallion
06-19-2003, 03:41 AM
oh, hey, I noticed that I made a typo in section 2...you add the effector plug to the water plane and tell it to use the null which is attached to the boat...you can also try telling the plug to just use the boat as the effector instead of parenting the null, but nulls seem to work with less trouble...so good luck...sorry about the mix up with good ol' number 2...
...wtb...ftv...j.p.r...
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