Thursday, March 17, 2011

Sea Wave Splash

I have been working on a Sea Wave Splash effect and I went through the Sony Imageworks papers @ siggraph and implemented basic or fundamental technique they used..... have a look @ the step by step videos of this effect

I ended up creating a wave animation cycle using a curve as shown in the video below




Then i decided to have multiple curves with an offset in animation so it has some variation and shape for the wave



Then i created a surface out of these waves using a nurbs loft in maya and got the below result




Then i did little bit of particle work by emitting particles from the tip of the wave......basically i generated a curve on the tip of the wave and emitted particles from that...

10 comments:

Unknown said...

Hey dude.Nice development break down.But i don't understand, what was your reason behind approaching this way?Couldn't this be achieved by Maya fluids?

Also could you link the Sony siggraph papers link.

Thanks.
Keep it up.

Unknown said...

well i saw the siggraph paper ages back....i dnt have those stuffs anymore......

approach reason:
i wanted it to be really simple.....

about maya fluids.....i don't reaally think...it is possible....may b u can emit fluids from the geometry or emit fluids instead of particles as i used

Howie said...

Ace Mate, ACE! :D

Unknown said...

thanks dude....

Howie said...

Sony papers!
http://www.jupiter-jazz.com/visual-effects/surfs-up

So how are you emitting the particles, and are they just from a lip or curve and how, or are you emitting off the entire wave as a goal then releasing them...

jafar said...

very good effects man.very good

Unknown said...

i generated a curve from the surface which retains the history and travels along with the tip of the surface i emit particles from that

issac said...

Hi,
We have done similar effect for Bernard bear in 2008. We got idea from siggraph 2007 papers.

Anyway we need to use particle to achieve this effect. To get the wave splash effect you need 4 - 5 particle shapes simulated differently. And should have a good understanding and interaction with composting team.
Don't even think about fluid or Real flow. Keep production time in mind.It is like using depth map shadow instead of ray trace shadow. Even surfs up people used particles.

SG 2007 papers are avilable on web.

issac said...

Here is the link for the SG2007 book

http://www.imageworks.com/ipax/docs/Siggraph2007SurfsUpCourseNotes.pdf

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