I’m attaching a file of a boat model where I am working on the wake using the displacement channel.
My problem: I need to scale the sea water to reach the horizon, but I do not want to scale the boat wake. I managed to isolate the wake mapping using the Mapping Widget. However, a very sharp “step” or “cut” appears at the edges of the widget, as you can see in the images.
My question: Is this the right way to achieve a localized wake? Or is there a better and more precise solution in Rhino 8 to scale the ocean independently without showing the cut in the mesh?
I’ve attached the file so you can check my texture and displacement settings.
I’d use a separate surface here that gets the displacement in Properties but also has the material for the water assigned to it. The most important thing is the painting of the texture used for the wake displacement, it needs to fade nicely into black. I used your image as a starting point and created the attached to dial it in. The nice part about this approach is you can scale and move the wake surface as needed but since the water bump is based on WCS that part will always match up.
Thank you for your comments. I have managed to create a decent wake using bump and displacement, but I’m having trouble integrating it with the rest of the ocean.
Currently, I have two separate parts:
The Foam/Wake surface: It has the foam material applied.
The Ocean surface: It uses the ocean material you sent me as a base.
The problem is that the foam material includes the wake texture (as you can see in the files). If I apply it to the entire ocean surface, the wake scales up and repeats everywhere.
I need to create a “blend” between the foam surface and the large ocean base so the transition is invisible, but I’m not sure how to combine them or match the colors and relief.
I’m attaching the files I’m using (Cruise_Diff_1.bmp and Cruise_msk_1.bmp) in case you can help me find a way to merge them perfectly.
msk I used only for displacement.
Note: I couldn’t attach the original .bmp files, so I converted them to .png They can convert back to .bmp for the textures if needed.
You need transparency/alpha in your color texture. The bump of the waves should then only be in the material for the water. See attached, most of the fix was image editing. Remember that png is best for this color texture as it can hold an alpha channel if that data is in the image.
Thank you so much for your help and for taking the time to edit the images.
Your explanation makes perfect sense. I understand now that the key was in the Alpha channel and using the PNG format to handle transparency properly. I will follow your advice and keep the wave bump only in the water material to ensure a perfect integration.
I really appreciate your support in getting this wake to look professional!