14 April 2014

Warship Wake V1- Realflow 2013





Hi Guys,

I have started working on the very early stages of my big ShowReel Project (More to come on this soon). However I ran this sim in the background as I have been always wanting to get a nice looking foam/wake pattern for this type of shot.

Pretty standard setup in Realflow, the Core fluid sim had around 10M particles so was not that high res. The Ship is just moving through the water in 100 frames, I also have a cylinder emitter parented to the back of the ship emitting more fluid into the domain which simulated the Ships engines like a pump emitter would in Houdini.

Core Fluid Sim


Then I used Splash and Foam for the wake, Dumb/Ballistic particles are defiantly a no go for this type of shot there no control and you get lots of particles randomly exploding. I switched to using liquid particles for my splash and foam sim. I increased the velocity and surface tension a bit but the particles were just been created and then sitting on top and not spreading into the nice pattern you usually see with a boat/ships wake. So I created a new node tree based around the splash and foam sim. I added two attractors ethier side of the fluid container, these attractors used a small value of 5 to pull the foam slowly towards them thus revealing the pattern of the foam and making it look nice. Also added in some K Daemons for any fast moving splash particles.
Splash&Foam Settings

Extra Nodes added to Splash and Foam Sim.

I meshed the sim in Realflow and brought back to 3DS Max for rendering. I used my ocean shader for the ocean, and a normal V-Ray Mtl for the ship, also some GI but all rendered in a single pass. The Splash and Foam was rendered via Krakatoa and lit using Environmental lighting use the HDR map I used to light my V-Ray Render.


I also found in Comp if you lower the opacity of the splash and foam particles the snowy look goes away and it blends in with the water a lot nicer, I ended up lowering it to 55%.

FINAL SHOT

Thanks For Looking!

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