View Full Version : Water Wake

05-19-2012, 02:41 PM
Using Lightwave 9.6.1 (64bit)

Got a new PC last week so I'm messing around with Dynamics. Couldn't mess with it on my last PC because it always crashed so I just left it alone.

I got a scene where a ship is at sea. I want to know how to make a wake using Dynamics. Did a search on the forum and the results weren't satisfactory.


05-19-2012, 04:44 PM
You could try creating a subdivided plane with Cloth dynamics applied, then running a collision object over it. I have never had good success getting believable waves, though. But definitely give it a try.
There is also a good plugin I've used for years called Ripple_S:


It allows you to animate a null across a subdivided plane and produces quite realistic wave patterns. Might be all that you need.

05-19-2012, 05:41 PM
Going to check out the plug in you suggested. Thank you very much for your input. Appreciate it.

05-21-2012, 12:51 AM
Ivé had some nice results with cloth fx..you would have to find a good "water setting" for the cloth, I think there should be one uploaded somewhere.

then you would need a properly subdivided plane with enough divisions too.

There´s an old plugin called NatureFX wich did wakes, but I think it will be hard to find and I actually do not now whos selling it or if still is out there, it was ported over to maya sometime ago, don´t know if it still works there either.

Dstorm has it´s Liquid pack and naminamifx wich can do great wakes I believe, I tested a demo with it and it was great.

Thomas Leitner used NatureFx for a nice commercial with a ferry..
Check lightwave section almost at the end..

do not have the time to experiment with cloth fx and wakes right now, maybe later.
Then you could also use just morphs and displacements, in fact I believe dpont might have a node texture wich can use a reference object to create ripples and maybe even wakes.



05-21-2012, 01:40 AM
Ahh..I just set up a simple collision object and a subpatched grid..but in lw 10.

try and follow my settings within the image attached, use a 50 meter plane with 50 segments, hit tab to subpatch it, use the subdivision order set to last in layout otherwise your system will hang.

I used the jelly setting to start with and changed some viscosity etc..changed some settings on the collision object too.

you would need a distance to object gradient to give the collision object some depth when it collides with the sea.

Dont have the time to set it up in 9.6 right now..try and follow this if you wish.


05-21-2012, 02:02 AM
Try to search for ripple_s_beta plugin.

05-21-2012, 02:16 AM
yea that's the one i used to make wakes, works great when u manage to make it work :) .. too bad it is 32 bit only :(

05-21-2012, 04:43 AM
yea that's the one i used to make wakes, works great when u manage to make it work :) .. too bad it is 32 bit only :(

Try to search for ripple_s_beta plugin.

I think the ripple plugin is nice for some simpler soft ripplw wakes, but it doesn´t give high dynamic wakes like if you were to use a scooter that pushes the wake in a much more dynamic way, for that I believe cloth fx would work better, perhaps even a combination of them two.
Some wakes has sharper edges were the waves are, and cloth fx can handle that, but the ripple plugin doesn´t seem to be so good to set that up.

No 64 bit support unfortunatly for the ripple_s_beta plugin.