| Hydrous tools waterline extractor is a simple
two input sop. It takes a polygonal model and a displaced grid and
computes the intersection. |
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. |
polygonal boat
nurbs ocean
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 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. |
intersection points strung together
accuracy depends on polymesh resolution |
| This polyline can now be used to emit particles in
POPs. |