RE: Foam and ocean (WAS: RE: BA Shader collection recompilation)

Date : Fri, 5 Jan 2007 11:44:32 -0500
To : <XSI(at)Softimage.COM>
From : "Marc-Andre Carbonneau" <marc-andre.carbonneau(at)ubisoft.com>
Subject : RE: Foam and ocean (WAS: RE: BA Shader collection recompilation)
I have used the boat/ocean interaction before for a Viking Imax movie.
Not sure how this could work for waves that are part of the same
surface, crashing with each other?

Yes, I have used the Maya ocean stuff. There is some really clever stuff
in there but I agree that it can be a btch to work with.

But they do have a script command that is called colorAtPoint if I
recall correctly. It checks what color is the procedural texture pixel
and you combine it with height check and you can emit particles from
there...works a treat.


-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of adrian
Sent: January 5, 2007 11:01 AM
To: XSI(at)Softimage.COM
Subject: Re: Foam and ocean (WAS: RE: BA Shader collection
recompilation)

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?
>
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