Sea dynamics So we've talked about the DS Sea and the various types of options you have. What if you want to have object collision interaction with your water? Thank goodness Sitni Sati gave us this ability. This is all controlled by using the Daemons that come with DS. There are actually two, Simple Waves and Dynamics. The one that we'll be concentrating on is Dynamics. The way this works is you add your Dynamics Daemon into your Sea Surface. From there you get various options controlling the look of it. Basically you can choose any source object and use it in your simulation. And of course you can control the speed of the collision, gravity, etc. Here are couple of still shots through from the dynamics simulation: Now you're probably asking: "How long are the calculation times?" To be honest this one only took about 10-15 min to solve completely. Though, sometimes I've seen it where they can get a quite longer depending on the mesh detail and how big your objects are when hitting the water. After it's all been solved, you won't believe how realistic it is through all the motion of the waves and how the objects collide with each other and ripple. Do note that it's not made for doing water splashes. The way of getting around that would be to add a particle system where the object hits the water and so forth. Here are couple of dynamics animation tests just to show the capabilities of it: Sample 1 Sample 2One last feature in the Dynamics I want to mention is the Engine space warp. This great feature allows the user to have self-propelled objects in the water for such things as the motor of a boat, or...TEAPOTS! Useful if you want an armada of killer floating teapots raiding a peaceful coastal village in some random place like, oh France, or something.
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