Ocean ribbon spray FX on hydrofoil
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Hi all, really hoping some one might be able to help me. Im trying to create an ocean ribbon spray effect coming of a boat foil, but struggling with the spawning side of things in Niagara. Just to give you the low down on what Ive put together so far - I have used someBlueprint to scan a mesh cross section and generated uniformly distributed points around the shape, then stored the positions and normals of this points in a render target. Ive then sampled the render target to create a 2D texture to store the positions and normals. Then created a Niagara system Data Tracker Emitter to sample the texture and extract the positions and normals and convert them to world space locations, and gather water height. When I turn on the debug I can see this working fine and can spawn splashes using a PAR to a separate emitter at each point as it intersects the water. Next I need to generate the water spray ribbon effect so Ive then created a second ribbon water spray emitter (on GPU) and added a module Particle Attribute Reader to the emitter spawn section, to read from the Data Tracker Emitter. This is where I have become a little stuck, I cant seem to find a way to get the ribbon water spray emitter to spawn a ribbon at each position as it intersects the water. Just to give you some more visual context - Im trying to achieve ocean spray spawning along the leading edge of a hydro foil under a boat. The spray should spawn as the foil goes up and down in the water (I am also sampling wave height and depth). Here are some images which might help show what Im trying to achieve. Hopefully you can see from the first image that the ribbon only spawns once in one place, it should be spawning at every position there is a little white boundary box along the leading edge of the T foil mesh any help very much appreciated. 1 post - 1 participant Read full topic
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