Alright… back at it again…
I have decided to revisit a project I did back on 1997… back then I didn’t have the skills and Blender still needed more to make the project go… but things now are better and I have decided to give it a go again…
Project Overview
I am working on recreating the ill-fated ore carrier Edmund Fitzgerald. Working with copies of her actual blueprints, I am trying to reproduce as faithfuly as possible, as she would have looked from 1958 until late 1969.
Working from the prints, I started out modelling the mid-hull of the ship. Here you can see a cross-section of the cargo holds and ballast tanks along with the cargo hatches on the top deck. She had 21 of these cargo hatches and each hatch had 58 individual hatch clamps.
I am using a cartoon style texture effect at this time and the edge effect tool within Blender’s internal renderer. I tried for some time to understand Freestyle but never could get it to work for me with the large model so gave us and just resorted to the edge effect in Blender.
After modelling the mid-hull, I started moving forward modelling the forward sections of the boat and various other detail parts of the ship. The picture below shows the Fitz’ rear funnel with markings. I also included photos for reference.
I have nearly completed the forward hull and I am about 1/2 thru aft hull…
Phase 2
Phase 2 is to begin creating the water for my scene. the area would be the Great Lakes so ocean style water is not out of place. Creating the ship was a chore to get right… but water will be my biggest pain. I have tried all of the tutes I can find on the subject and most are very lacking. Yes… I have tried Cog’s tute (great tutorial … wish he would come back and write some more or update his site)… it is very long and has good results… but not exactly what I need. Yes… I have heard about the dynamic oceans in the Game Blender… this is not really for a game application…
So I am kinda stuck wanting nice water with wake fore and aft and the possibility of spray and foam… I suck at particles…
My Stupid Idea
What is I were to create a large shallow domain in the fluid sim…
create a inflow (off camera)
create a outflow (off camera)
Use the fluid flowing from the inflow to the outflow to keep the domain from filling completely…
Then use the ships hull as a obstacle… thus creating the actual wakes fore and aft of the boat and create a realistic wake effect and possibly even spray…
Just a thought… anyone ever tried this???
again…any insight, tutorials, sample blends, andything you can offer to help me with the idea would be most appreciated!
thank you for taking the time to read this and help
Cujo