Announcement

Collapse
No announcement yet.

water for boat underway

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • water for boat underway

    Hi All,
    I've been working on an image of a yacht underway. I've developed a number of images of yachts sitting placidly on a water surface. The effort was to make a boat move. The water surface I'm working on seems to have 3 elements.

    The first is the base water surface, an infinite plane. No issue.

    The second is the actual wake of the boat which I'm doing as two physical surfaces with something like a cloud material. What I've got so far is close (but needs improvement). Not the primary problem.

    Adding the third element, however, has been a problem. These are displacement boats so the water around the boat has a sine wave shape that has to match the boat. I did a relatively small surface with that shape that fits ok to the hull. I wanted to fit that into the "infinite plane". I can cut a hole in the plane with standard functions, but the "infinite plane" seems to ignore that hole (which I'm trying to patch with the sine wave surface).

    When that did not work I made my own surface (to replace the "infinite plane"). Not suprisingly I had to make a huge surface to appear "infinite" I also seemed to have a problem making the same material in the sine wave patch match that in the very large plane that I hoped to use to replace the "infinite ground plane".

    I can add images.

    Any thoughts?

    chuck

  • #2
    Re: water for boat underway

    Hi Chuck,

    I understood the principle of what you are trying to achieve, but I'm not sure I understand your approach. . .

    Images would really help here I think.

    The second is the actual wake of the boat which I'm doing as two physical surfaces with something like a cloud material.
    Two physical surfaces? so you would apply a material to each individual surface?

    I also seemed to have a problem making the same material in the sine wave patch match that in the very large plane
    If you are using 2 different materials applied to the individual surfaces, make sure the texture mapping for both the surfaces is the same size etc

    My approach would be to model the large plane & the sinewave 'patch', intersect them and join them together into a single polysurface. I would then apply one material to the polysurface using different textures in that one material. . .

    I'm not saying this approach is the way it should be done. . . but it is the way I personally would start, single object, single material (with the intricate bits applied through texture maps(?)


    Stuart Williamson | Industrial Designer

    Comment


    • #3
      Re: water for boat underway

      Hi,
      I'll try to post a couple of images to show what I'm trying to do and how I'm trying to do it. The first image includes a flat water "infinite plane" surface. It uses one material. Also on this view are bow and stern wakes. These are separate meshes that poke through the water plane. The color texture and shape aren't exactly right but not a bad first start.



      There needs to be more shape to the water locally around the boat. I made a second plane a little bigger than the boat. It has the sine wave shape and is positioned to match the boat. The water material for this surface is the same as that used for the "infinite plane".

      An image showing just the wake and sine wave surface is shown here.



      Rhino allows me to cut a hole in the "infinite plane" where I had planned to insert the second surface. Apparently, however, Rhino doesn't honor that hole when the surface renders so it appears filled in.

      I have tried using a simple regular surface and not "infinite plane". That works, but it requires a very very large one to stretch to the horizon.

      Any other ideas?

      chuck

      Comment


      • #4
        Re: water for boat underway

        If you wanted to keep the infinite plane. . . instead of cutting the new surface into it, (leave the infinite plane as is, un-edited) and use a displacement map to create the sine wave pattern in the water

        That has got to work!?

        Edit; Just found this: http://www.boatdesign.net/forums/des...ino-24582.html

        If you download one of the Wake maps, in your water material apply it as a displacement map (don't invert it)

        Set your texture mapping to what you guess is a realistic, proportional size. . .

        In your render options; go to Displacement and set Edge length (pix) to 20 or 30

        Do a test render
        Stuart Williamson | Industrial Designer

        Comment


        • #5
          Re: water for boat underway

          I'm confident you could get a good result out of that bud!

          Something like this. . . its crude, but it works(?)



          Also:

          http://www.ipmsstockholm.org/magazin..._sea_water.htm

          http://www.boatdesign.net/forums/att...eedboat-02.jpg
          Stuart Williamson | Industrial Designer

          Comment


          • #6
            Re: water for boat underway

            Hi,
            Thanks for the help. Actually I used a wake map very similar to the one shown on the boatdesign forum link. I cut it up so that I could properly place the bow and stern elements and applied it as a height field to a mesh to create the "wake" elements. That allowed me to move them around to fit.

            To look proper the waves around the boat should have the general shape of the one shown with a wave hump at the bow and a trough mid way back and another hump at the stern. That pattern should only happen around and near the boat, and not project to infinity.

            Some other confused water might be helpful, but I'm really trying to get that shape around the boat to look proper. for a displacement type hull.

            chuck

            Comment


            • #7
              Re: water for boat underway

              Hi,
              Here I've assembled the three elements. I used a very large plane with an insert plane right around the boat. I think that's as far as I'll likely go for the moment. There's still much room for improvement but it's a start.

              I would say that being able to cut a hole in the "infinite plane" would seem to be useful. I do not know if that is a Rhino or a V-Ray controlled issue.



              I'm getting a darker division between the sky and water. I have a very large water surface but it's obviously not "infinite". Is there a way to control this interaction?

              I'm still not happy with the color texture etc. of the wake elements. Among other things it's going black at the bow (lighting?). Also it should look more translucent or appear to have a spray edge.

              Thanks for the suggestions. All are welcome

              chuck

              Comment

              Working...
              X