Remington Creative, hosted by Grant Wilk, is building an economy of open-source software, free education, and helpful communities for creatives around the world.
Very cool video, but I would like to add one note. The best real-world surfable waves usually tend to break along a line to the left or right. This is due to the line of the swell meeting the shallow land at an angle. So instead of having the whole swell meet the beach all at the same time, you should try angling the shoreline so that the wave peels along the shore as it breaks one small bit at a time. Look up pictures of point breaks like Jeffrey's Bay or Chicama, and you'll see what I mean. This will also direct the backwash away from the wave source resulting in less interference.
IT F****** WORKED! THAT WAS A VERY VERY VERY GOOD TUTORIAL! THANK YOU SO MUCH! I was transforming my Windows 7 Build 7601 (The original Windows 7 Build) to Windows 7 Build 7000.
this is why "surfs Up" modeled their waves with parameters rather than simulation. Seems like all of your waves are just shore breaks even the reef one. Every was sim ive ever seen uses some form of a pusher. Real waves have a circular movement as they move forward. Ive never seen a sim with circular particle movement. I used to have the production notes for "surfs Up" as a PDF. wish i knew where that went to
I want video of how did you make all that ramp with the balls rolling along the slope physics, coz I am a noob and can't understand what you did in the second Tut at all.
Question how do you texture it look like it does in the end? Im still trying to figure somethings out not new but a still a bit novice. Im trying to make a volcano and it looks good but when Im player size in game its way to smooth and lacks detail. How do I make it so i can fix these problems?
this is such a fantastic project! Just as someone who is new to blender but has a lot of experience in the water, I think it would have been really cool to further develop the topology of the ocean floor, for example creating a longer area between the "reef" and beach would allow more time for the wave to curl and become a tube, but the main thing would be to create a point of sorts which would allow one side (or the center) to lift up and break first, creating the tapering break that progresses across the wave and is what allows for surfable waves. In this simulation the waves are "close-outs" or waves that break all at once and close off the rideable area on the unbroken face of the wave. In the drone shot you can see the reef at pipeline starts off wide at the beach and then comes to a more narrow point where the "peak" (area that breaks first) is.
I'm having a problem with it, it keeps giving me this "traceback (most recent call list)" error or something like that, can someone help me? That's one of the things that pisses me off about this sh^t, whenever someone does it in a tutorial video it works, when I do it exactly how they're doing it, it doesn't work so... yeah, sorry about that.
its such a gem to see these types of videos. thank you op, sharing knowledge for us all for free. you were 13 when you made this post ( i think ) and now you are 22. i hope you still are bright.
Hey!...from one Wisconsinite to another....great video! I just purchased a 3D printer and am super-excited on utilizing it for making molded "things". Thank you!
Hi, please help me with the problem that I don't see the keyframes and when I press i, the keyframes insertion menu doesn't appear. although he writes that he adds 4 keyframes for the key set <<Button Keying Set>>