Soft waves
Posted: 14 November 2017 09:52 AM   [ Ignore ]  
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Hello

I’m looking to build a rig that would allow me to animate slow moving water, as in a bay, where the waves are very gently lapping against a coast line/beach.  I’m not so much trying to create a fluid simulation kind of thing, but more of a gentle back and forth motion.
The water would “bump” against a thin like that represents the coast, but it doesn’t need to create crashing water, just be pushed or “sucked” back.

Does that make sense?  Any suggestions welcome!

Thanks!

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Posted: 14 November 2017 11:37 AM   [ Ignore ]   [ # 1 ]  
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Hi Alex,

So far I have not really an idea how the back bouncing wave influences the incoming new waves. Is this at all important?

Second question, to have regular waves would simplify the set up, as the frequency of incoming and bouncing would follow the same rhythm. Since I assume that your animations are typically very long, this might help to find a solution. In other words if the waves come in randomly, the bounce wave needs to be triggered.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.

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Posted: 14 November 2017 11:55 AM   [ Ignore ]   [ # 2 ]  
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Hi Sassi

No, the back bouncing wave influencing the incoming wave is not important.
In fact the randomness is not absolutely important, it could be pretty regular, like a swell of waves coming into a beach

Thanks!

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Posted: 14 November 2017 11:57 AM   [ Ignore ]   [ # 3 ]  
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Thanks for the extra information, Alex. I have to experiment a little bit and compare.

talk to you soon.

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Posted: 14 November 2017 02:41 PM   [ Ignore ]   [ # 4 ]  
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Hi Alex,

Here are two ideas, perhaps the first one could be so much better in Thinking Particles, but the idea is already clear with the Standard Particles. Perhaps a little bit messy (mesh-wise) but as a quick and easy set up, I liked to share it.

Scene files:
https://www.amazon.com/clouddrive/share/4eiHvs2vueozwNdf7y50o6puUTUC37ksfziGXZseWf6

The two other files in the folder (…_01.c4d and …_11.c4d) are the same, except, that _01 contains only the core idea, and _11 a set up.
In short it takes the point Y values of the spline and mirrors the start and end to “Mix” the bounce (see HUD) into the resulting spline W+B

As this might sound all cryptic, more or less, here is a one minute clip, showcasing the main parameters:
https://www.amazon.com/clouddrive/share/Et1xgg4DREk3NWWCuY4bfyZlyK0DLeu3gSlUhPoisFl

I hope that works for your project, at least as a starting point.

All the best

P.S.: It is doable to have the Bounce wave set up in a second Spline/Effector set up, (sync the speed via XPresso)
The scene file below is much simpler in the set up. I have two combinations for the wave and for the bounce (<——and——>)
https://www.amazon.com/clouddrive/share/bcxQlClWmXIQ0goUGzmDkhtA5J9AmM3dw6kPkXXwzRS
Or more wave-like:
https://www.amazon.com/clouddrive/share/olVX4rV8wBpu9CAsw6IKcblF1LdBcBHQjZoDPzWwEup
More clear, but perhaps to sharp:
https://www.amazon.com/clouddrive/share/pbZBecLjy6LT7d7eRiHr788iY6tHflSw9woSt4QNVJQ

A pure Shader animation:
Scene file
https://www.amazon.com/clouddrive/share/HQ5Ym7E53LDUpr0J167o8dQUIxJmptuYb2d0kMydFAi

Thinking Particles:
Scene file
https://www.amazon.com/clouddrive/share/OUGBeA1w2Ssf2XgVXyTUU3jER05KY3Xyt5cQ0aDLkKJ

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Posted: 19 November 2017 06:07 PM   [ Ignore ]   [ # 5 ]  
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Thanks Sassi!  These are all really interesting!
I think the only thing I am missing is to create a soft break when the waves hit the end of their run, which I can do with a falloff on a deformer, and probably with a vertex map in other cases.
I think I need less of the “return” movement, but I’ve found how to dial it down in most of your scenes.
The effect I’m after is quite abstract, and will be seen as if you were in a top view.  This is the kind of wave pattern I want to get
https://ssl.c.photoshelter.com/img-get2/I0000u2ESGAq337M/fit=1000x750/Pacific-Ocean-California.jpg
(just in terms of this idea of regular waves coming in and ending on a coast).
Do you have any particular recommendation as to how to get the ending to feel a bit more like a “crash”.

Thanks!!

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Posted: 19 November 2017 07:18 PM   [ Ignore ]   [ # 6 ]  
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Hi Alex,
Perhaps this might show the bounce in a better way.

Scene file
https://www.amazon.com/clouddrive/share/INXQ6I7erDxMgx8vminx3QFBRgM3FgJULYPrCC290i4

The main wave is based on the Formula, and here
Parameter Y for the wave hight
Parameter Z for the “forward leaning” of the wave
Formula t for the speed
Formula f for the count of waves
The Falloff spline curve changes the intensity at the wall [cube]

The “back” wave is set up differently, here the Y and Z works in the same way, but
The Falloff spline is animated and creates the waves.

Note that main t + f need to be in sync with the back Falloff spline animation speed.

Here is a very quick run down for the parameters: (one minute)
https://www.amazon.com/clouddrive/share/Ge7pvrkA2hVvu5tuNFSVGx0wacbcBAukBBSzNdrO42N

Just for fun:
https://www.youtube.com/watch?v=QQbdnE4nCjc

ENJOY

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Dr. Sassi V. Sassmannshausen Ph.D.

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Posted: 19 November 2017 07:32 PM   [ Ignore ]   [ # 7 ]  
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Great!  Thanks Sassi!  And thanks for the video!

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Posted: 19 November 2017 07:34 PM   [ Ignore ]   [ # 8 ]  
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You’re very welcome, Alex.

I added a few seconds ago a one minute clip “running trough” the parameters.
My settings are a little bit bold perhaps, but I like to make it “visible”.

Have a great start into your week.

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Dr. Sassi V. Sassmannshausen Ph.D.

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Posted: 19 November 2017 08:38 PM   [ Ignore ]   [ # 9 ]  
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P.S.: one more, main, bounce and back are separated here.

The set up follows pretty much all from the above, but the bounce is just separated for simplicity.
The back wave is double for visibility, yes it is wrong, but it looks right. wink It fades over time: falloff

Scene file
https://www.amazon.com/clouddrive/share/qVBpZlNOiWWYchW1UR0H5klboAKkElOfi7n1JGXbhRg

t + f can be set up via the main effector and this will affect back and bounce.

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