Ship wake for still render of navy fleet with WaterlinePro, Niagara? How do you do it?

Hey there,

I am trying to recreate this picture:

I have setup an ocean system with waterline pro, made an icosphere with fresnesl material etc. and added some ships.

Aside from a few issues with the WaterlinePro interaction (ships don’t interact with it yet, they do have a collision hull but I can not get them to interact), I am trying to get a ship wake into the picture.

But How do you do that? Ideally it looks of course like the ships are coming from far away, hence endless staying ship wake/foam in the trail.

What is your way of doing this? How would you do it if it is just for a few render shots?

Thanks a lot for any tips.
I am pretty stuck.

PS: This is how far i am at the moment

PS: visual improvement, layout etc. comes of course after I got all the basic elements in place. right now i am most concearned about smoke trails for drones and ship trails in the water to create movement.

No idea what plugin you are using.

Best way to make a still is to place an actor/decal into it.

If you want real displacement you have to make a special material where you move a texture in world splace to wherever you wish in order to control the localized WPO.
Easily done with any old ststic texture placed at actor coordinates via material parameter collection node.

For the displacement you can use any displacement map you want, but id sculpt one in blender and bake out a heightmap from it to use as the texture in question…

Hey MostHost_LA,

I am using WaterlinePro (sorry, info is in the header, not the main message).

Ah … you mean just place the decals on the water etc…

I thought I go a bit further (to learn also how to do it) to spawn and blend somehow the decal behind the ships. I would then just move the ships say 600 seconds or so and grab only the last frame. so that I have a long trail. But that seemed absurdly hard-coded for the simple task.

I could of course just place decals on the water.

Do you know how I would emitt the decals on the ship and leave them them very long time on the water until they fade out? So that I get a long trail…

Thanks for any tips :wink:

Maybe in your case a niagara setup that simulates the actual trail would be best.
You can set the items that spwan from it to create or destroy beased on a multitude of options, ans also make them persistent.

For any effect, you can always stop time with Slomo 0. Which can make it so your gameplay effects work for curating a still…

Hey, nice thanks. I will certainly try that next.

Currently the entire scene just looks crappy unrealistic that I am considering to ditch that water and do it in blender. ;D
no no i want to be able to recreate this in unreal, that is the whole point.

Currently it looks like this.
I think a different water material (ditch waterlinepro? use niagara for the ocean?) and add volumetric clouds will help.