WATERLINE EXTRACTION

Hydrous tools waterline extractor is a simple two input sop.  It takes a polygonal model and a displaced grid and computes the intersection.

boat scene
a craft in the water

In order to correctly compute the intersection, the object in the water MUST be a mesh of TRIANGLES.  If your geometry isn't already triangles, use a divide SOP. You need to make your displacement shader into a VEX SOP to displace a mesh into the shape of the waves.  Your ocean mesh can be nurbs or polygons, and it's best to fit it close to the object and make  it pretty high-res.


polyboat
polygonal boat


ocean

nurbs ocean


setup to go

water fitted near the boat
unnecessary boat geometry removed

polygons triangulated

the ocean should completely surround the geometry in the XZ plane. The ocean should not have any undercuts, the geometry of the boat is projected down upon the ocean along the Y axis to determine the intersection. any underscuts will not be correctly resolved.

waterline
waterline along the hull

The waterline is a polygonal line strung together through the points where the poly mesh peirces the ocean surface. The resolution and acuracy of this line depends on the size of the polygons in the object in the water.

closeup detail
intersection points strung together


water detail

accuracy depends on polymesh resolution

This polyline can now be used to emit particles in POPs.

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