I am having repeated issues with the Dynamics Daemon. I understand the object needs to be closed so I have resorted to using primitives such as spheres and boxes as the collider objects. Sometimes the objects work and sometimes they don't. Other times an object will work and then will stop working.
I am trying to create a convincing wake for a large ship that is 624' long. The ship is built to scale and I have tried several different proxy objects to represent the hull.
Thanks,
Bob Arvin
3dBob Productions
Try rescaling your world units. I find that dreamscape doesn't care for reallu huge scenes, which is most likely what you have if your boat is built to scale. This could be a reason for the inconsistancies. You may have to build a new sea surface after you scale everything down, as this utility sometimes yields crappy results with the surface.
Geoff
Hello Bob,
Since your boat could be very big in max units, maybe it is too havy to float (if using dynamics)?
Also, you might want to adjust dynamics grid options so that computation runs faster for a preview, until you get it working.
Kresimir
The ship itself is animated using keyframes. I am only using the Dynamics daemon to create the wake. What I have since discovered is that slightly adjusting one parameter can totally change how other values respond, the change is not necessarily proportional. Also, the wake seems to only form a V shape when the wake on the real ship was shaped more like a church window. I have begun experimenting with other approaches to creating the wake, but any additional feedback would be appreciated.
Thanks,
Bob
Is it not possible to use the Simple Waves daemon with an Adaptive Sea Surface? As the camera moves, the results of the SW daemon moves along with the camera even when the speed of the SW is set to zero. None of the sample files seem to utilize SW. Is there a way to get this to work the same way that it works on a Simple Mesh Sea Surface?
Thanks,
Bob