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Dynamic Paint Wave Simulator

31

Miikah writes:

A couple of days ago I was playing with Blender ocean simulator modifier. While it's able to generate realistic wave motion, it's not able to interact with other objects.

Then I got an idea: what if I integrated a simple wave simulator with Dynamic paint!

So I ran across iWave algorithm by Jerry Tessendorf. I also discussed this with ZanQdo (Daniel Salazar) who was already implementing iWave for Blender through Python. We agreed that Dynamic Paint could be the best way to go, because it allows easy object interaction and is able to output textures as well as displacement.

iWave is a simple algorithm for simulating 2D water surface ripples/waves and their interaction with obstacles.

Link:

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

31 Comments

  1. This is "Ultra-Cool". I just love it. There is one thing that maybe needs to be fixed. It seems that the waves don't interact with each other.

  2. Ok, next step will be certainly mixing smoke with fluid based on physical dispersion ...
    Mikah, you are crazy!

    Anyway, it will go faster to fake it. :)

    Thank you

  3. That is very cool! I was wondering though, is there any way that this could be combined (in a way that doesn't conflict) with the upcoming ocean sim feature to get realistic displacements in an ocean like environment? Or would just just recommend adding a wave modifier to the plane to add an ocean like look to it? Or will you even be able to stack it with such a modifier?

    Anyways, cool work man!

  4. Pretty nice. Although, to an artists eye, it might stand out that all the waves are circular, even when the sphere is moving through the water, as though it is being perpetually "dropped" into the surface at points along its line of movement.

  5. Thanks everyone!

    For people saying it's not realistic: I know this iWave algorithm isn't anywhere near physically correct. Still it was one of the best wave stuff I found, and very easy to implement. And since Blender doesn't have any other way to simulate 2D waves I decided to give it a try. :)

    @troubled It's very possible and actually preferable to use this on top of ocean simulator. It's mainly planned for object interaction part after all.

    @Justin Thanks!

  6. Why is it that all this goodies and never reach the main branch why is that?And to add why all this sugar coated comment when it never make it to the final release.I been using blender since 2005 a real blessing,but now new blender 2.60 is reaching commercialism with camouflage donation campaign.

  7. That is awesome! I use to design boats and would have loved this for rendering fly around animations.

    Any chance of putting together a quick tutorial (if quick is possible)?

  8. Brilliant idea to combine the two.

    Blender pro
    "... ,but now new blender 2.60 is reaching commercialism with camouflage donation campaign."
    Blemder Pro this is nonsense. There always has been a donation system as far as i know. In fact the rights of the original source code of Blender were bought free from the investors through a donation campaign in 2002. I know because I was one of the many donators.
    And there always has been a commercial side at blender aswell. Nothing wrong with that. Things have to be financed.

  9. Blender pro
    You're wrong. There is nothing as 'free' as 'free lunch'. You do need some kind of money to keep the system alive. We're all eating off it; and yet we're complaining? Sad. Understand the reality mate.

  10. @Blender pro

    no way you were familiar with blender for that long and came up with that conclusion. That is a conclusion someone might mistakingly reach after stumbling on to this site 10 minutes prior to making that comment.

    For one how do you commercialize something that is already open source?

    Secondly how do you commercialize something that has been developed by other people? That is one of the reasons why some the developments don't make it in the official release, due to them been private and not open source.

  11. Great work devs! Hopefully this will inspire others to get something approaching a better realism. Though for those not requiring mathematically approximate solutions i think this l'il quickie looks pretty darn nice.

    I mean, say you're using BGE (i haven't yet :( ) and you want to have user interaction with water. This seems like it may be computationally cheap in relation to more realistic waveform algo's. Of course, i haven't any idea whether the ocean sim code can any way even be used in BGE, but imagine a Battleship or Pirate's game... the idea of splashing and interactivity is enough of an illusion. And i'm sure it would serve better than textured plane objects with faked reflections.

    I'd like to see what some creative user could do with this in regards to stylization. Imagine you have a cartoon character getting punched in her flabby face... apply this code as deform with fist+cheek and have one of those cinematic slow-mo shots. Regards for bringing attention to this.

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