for the waves crashing you could use the method we used for boat/ocean
interaction;
your surface (a boat hull) emits lots of invisible particles that last for a
fraction of a second, when
these particles collide with a surface (the sea) they emit foam particles...
this way you get a nice foamy emission around the intersection line
a similar method 'could' work for wave splashes, but personally i think it
will be a few years before we can do this
kind of ultra complex natural fx work with 'off the shelf' software
have you actually USED the maya ocean stuff?
hehehe
a
Adrian Wyer
Fluid Pictures
33 Glasshouse Street
London
W1B 5DG
T: +44 (0) 207 434 5133
www.fluid-pictures.com
----- Original Message -----
From: "Marc-Andre Carbonneau" <marc-andre.carbonneau(at)ubisoft.com>
To: <XSI(at)Softimage.COM>
Sent: Friday, January 05, 2007 3:18 PM
Subject: Foam and ocean (WAS: RE: BA Shader collection recompilation)
Have millions of particles sliding around your moving ocean influenced
by its movement and perhaps turbulence forces.
For the crest you could emit particles off a terrain texture. When the
wave animation reached a certain height, particles are emitted from the
tip.
You could also emit foam particles when two waves are crashing against
each other. I haven't thought about how to do this other one but there
must be a way.
I am not saying I can do all this with XSI....
Actually it could be lots of fun as a test for the next particle engine!
MAC
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of peter boeykens
Sent: January 5, 2007 9:40 AM
To: XSI(at)Softimage.COM
Subject: Re: BA Shader collection recompilation
Anyone have some nices ideas to tackle foam btw?
foam on ocean-like bodies of water, as well as coming off the crest of
waves?
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi