Author Topic: Ship Wake  (Read 2257 times)

byzantium1200

    Reputation: 42
Ship Wake
« on: December 10, 2011, 08:56:56 pm »
December 10, 2011, 08:56:56 pm
Waterfall material on wake shaped model. Any more ideas?

Re: Ship Wake
« Reply #1 on: December 10, 2011, 10:56:37 pm »
December 10, 2011, 10:56:37 pm
That looks pretty darn good.  Great bit of lateral thinking.

I note that the ocean water produces shore wake against any surface, so maybe another possible (not tried) might be to have a hidden object and hopefully the ocean will produce the wake.

Pete Stoppel

    Reputation: 33
Re: Ship Wake
« Reply #2 on: December 10, 2011, 11:43:45 pm »
December 10, 2011, 11:43:45 pm
Yeah, that is clever. Thanks for the idea hopefully i get a project that would require a boat and not same old, same old archvis stuff.

byzantium1200

    Reputation: 42
Re: Ship Wake
« Reply #3 on: December 11, 2011, 08:48:04 am »
December 11, 2011, 08:48:04 am
I note that the ocean water produces shore wake against any surface, so maybe another possible (not tried) might be to have a hidden object and hopefully the ocean will produce the wake.
I tried everything to make this work but unfortunately ocean needs either a landscape or a standard material with non-zero alpha to generate the foam.

Re: Ship Wake
« Reply #4 on: December 11, 2011, 11:08:02 am »
December 11, 2011, 11:08:02 am
OK, many thanks.

Gaieus

    Reputation: 44
Re: Ship Wake
« Reply #5 on: December 11, 2011, 12:31:34 pm »
December 11, 2011, 12:31:34 pm
Very clever, thanks for the tip!

blendman

    Reputation: 26
Re: Ship Wake
« Reply #6 on: December 12, 2011, 06:25:26 am »
December 12, 2011, 06:25:26 am
This design feature has much relevance to my Lusitania project! Great to see others are doing work with Lumion other than pure Architectural Visualization.

Regards,

blendman

palosanto

    Reputation: 0
Re: Ship Wake
« Reply #7 on: December 12, 2011, 09:17:18 am »
December 12, 2011, 09:17:18 am
I'm  a naval architect and I've been experimenting with waterfall material for a ship wake too.  However it looks like the object that has the material applied needs to have a slope and then the foam will 'fall' faster and in the direction of gravity as expected for water flowing freely,  with maximum speed at 90 degrees and almost zero if the object is horizontal .  The foam motion display depends also on the fresnel angle and even when horizontal and when you move the camera up enough above the water, you can see the foam moving.
I've noticed another factor affecting the display of the flow/foam and it's the proximity of another object under it. If you place a surface very close under the wake, the foam shows up much more apparent.

Also I noticed that on an horizontal flat wake, the foam flows always from South to north (you can see the axes if you start the rotate command when the arrow shows up).
Then when you start to apply pitch-rotate, the foam starts to flow down the slope with faster speed as you incline more and more.

Taking all this in account, I think that it would be great to have an optionl in the material controls that allowed to manually decide the direction and speed of the foam (much like the ocean controls) so that when applied to the horizontal wake mesh, (hey, ships don't go uphill or downhill last time I checked  }), one could still make it run accordingly to the heading and speed of the boat overriding the original waterfall material.

Still having a problem merging smoothly the wake object with the ocean surface, but this is a different subject.
Your comments would be appreciated !

Gaieus

    Reputation: 44
Re: Ship Wake
« Reply #8 on: December 12, 2011, 09:58:40 am »
December 12, 2011, 09:58:40 am
...hey, ships don't go uphill or downhill last time I checked...

How about ships on rivers? Rivers flow "downhill" and the water is sloping! :D

Aaron

    Reputation: 80
Re: Ship Wake
« Reply #9 on: December 12, 2011, 10:44:09 am »
December 12, 2011, 10:44:09 am
@Byzantium1200> Great bit of experimenting, thanks for the share.

Looks like some additional functionality in the shader department is on more
then a few peoples hotlists.
This would all be a lot easier if, for instance,
alpha clipping didn't kill the oceanfoam, or better yet,
the ocean itself came with a foammap/foam via vertexcolor/wake-functionality
or whatever to interact with stuff floating on it.
Variable wet-effect height for the ocean and wet-effect extended
to the waterfall material, etc. etc. etc. Perhaps this will happen...
Uphill is the one direction I'd like to see this one going.