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Wake effects?

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tianxiao888
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Joined: 30 Oct 2009
Posts: 57

PostPosted: Wed Nov 25, 2009 10:59 am    Post subject:
Re: Wake effects?
Reply with quote

Hi Kim:


Thanks for your patience!

I have done what you advised.

And the "ocean_output.txt" file was give as followed attatchment.

Will you please see what's the problem really is?

Cheers,
Tian


Kim Bale wrote:
Ok I reckon the water.frag has used up the maximum allowed uniforms
for that card, I've come across this issue before with the 7 series
cards. There are some tricks to get around this, so I'll see if I fix
it.

Is there any chance you could set the notify level to
osg::NotifySeverity::INFO and then pipe the output from oceanExample
to a file and send it to me? It might tell me how many I've used and
are allowed to use on that card.

You can do it easily in the command prompt (win32) by using the command

oceanExample > ocean_output.txt

Regards,

Kim.



2009/11/25 Tian Ma <>:
Quote:
Hi Kim:

My graphics card is 'NVIDIA GeForce 7300 LE'.

The version number <= r181 could work normally on this card.

And since r182 to 185, the error emerged.


Cheers,
Tian



Kim Bale wrote:
Quote:
Hi Tian,

Last night I committed the changes that permit alpha tranparencies to
be used in conjunction with the glare and depth of field effects. This
required the use of multiple render targets (
http://code.google.com/p/osgocean/source/detail?r=183 ) and some
changes to some of the shaders.

It looks like that's used up the maximum varying attributes of your
card and also possibly your card doesn't support MRTs.

What graphics card are you using? Could you set the notify level to
osg::notifylevel::info and dump the contents to file so I can see
exactly what the problem is?

Cheers.

Kim.

2009/11/24 Tian Ma <>:

Quote:
Hi Kim,

I update the source code from SVN today and generate the new ocean project. When run the example, some errors emerge. The error image is as follow link:

http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG

Something wrong with the "water.frag"?

Thank you!

Cheers,
Tian



Kim Bale wrote:

Quote:
Hello Erik,

Sorry I missed your post yesterday. There isn't really any support for
wakes on the sea surface at the moment, although it's definitely
something that needs addressing.

However, I just had a submission which uses the depth buffer to add
breaking foam to the shoreline. This does sort for work for other
objects on sea, like ships, but it doesn't look very pretty at the
moment. You're more than welcome to have a play with the effect and
see if you can do anything with it. From what I understand what you'd
need to do is add a sort of sloped geometry which tracks you your
boat, that would get picked up in the depth buffer and the same foam
texture used on the wave crests is applied to it.

It's been checked into the trunk, but like I say it needs a little work.

There was a discussion about it here:

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252

Cheers.

Kim.



2009/11/18 Erik Johnson <>:


Quote:
Hi,

I thought this would have come up before, but does anyone have suggestions how to render a boat's wake?  Using osgParticle provides an "ok" solution, but falls apart rapidly if the ocean waves are too large (the particles go underwater).

Would be cool to leverage the same texturing effects as the "wave crest foam" stuff - just not sure how.  Smile

Thanks for any suggestions,
Erik

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th3flyboy
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Joined: 28 Jul 2009
Posts: 40

PostPosted: Thu Nov 26, 2009 1:36 am    Post subject:
Reply with quote

Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter
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Kim Bale
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PostPosted: Thu Nov 26, 2009 9:32 am    Post subject:
Wake effects?
Reply with quote

Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:
Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

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tianxiao888
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Joined: 30 Oct 2009
Posts: 57

PostPosted: Thu Nov 26, 2009 9:59 am    Post subject:
Re: Wake effects?
Reply with quote

Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian

Kim Bale wrote:
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:
Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

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Kim Bale
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PostPosted: Thu Nov 26, 2009 10:30 am    Post subject:
Wake effects?
Reply with quote

Hi Tian,

It did highlight some useful stuff. Unfortunately I won't get round to
fixing this immediately.

However, if you want to use the version in the trunk you can probably
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.

K.

2009/11/26 Tian Ma <>:
Quote:
Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian


Kim Bale wrote:
Quote:
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:

Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

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http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





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tianxiao888
User


Joined: 30 Oct 2009
Posts: 57

PostPosted: Fri Nov 27, 2009 1:25 am    Post subject:
Re: Wake effects?
Reply with quote

Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian


Kim Bale wrote:
Hi Tian,

It did highlight some useful stuff. Unfortunately I won't get round to
fixing this immediately.

However, if you want to use the version in the trunk you can probably
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.

K.

2009/11/26 Tian Ma <>:
Quote:
Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian


Kim Bale wrote:
Quote:
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:

Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





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Kim Bale
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PostPosted: Fri Nov 27, 2009 6:28 pm    Post subject:
Wake effects?
Reply with quote

Hi Tian,

Could you download and run this program for me:

http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/

And then use the "Full XML Export" tool under the "Tools" tab and then
send me the xml file please.

I need to know exactly what your card supports and I can't seem to
find out from my searches.

Cheers.

Kim.



2009/11/27 Tian Ma <>:
Quote:
Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:
Quote:
Hi Tian,

It did highlight some useful stuff. Unfortunately I won't get round to
fixing this immediately.

However, if you want to use the version in the trunk you can probably
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.

K.

2009/11/26 Tian Ma <>:

Quote:
Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian


Kim Bale wrote:

Quote:
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:


Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





_______________________________________________
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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tianxiao888
User


Joined: 30 Oct 2009
Posts: 57

PostPosted: Mon Nov 30, 2009 3:34 am    Post subject:
Re: Wake effects?
Reply with quote

Hi Kim:

I am so sorry to reply you so late. I went out last weekend.

I have tried this today!

And the report is in the attacthment !

Regards,
Tian


Kim Bale wrote:
Hi Tian,

Could you download and run this program for me:

http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/

And then use the "Full XML Export" tool under the "Tools" tab and then
send me the xml file please.

I need to know exactly what your card supports and I can't seem to
find out from my searches.

Cheers.

Kim.



2009/11/27 Tian Ma <>:
Quote:
Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:
Quote:
Hi Tian,

It did highlight some useful stuff. Unfortunately I won't get round to
fixing this immediately.

However, if you want to use the version in the trunk you can probably
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.

K.

2009/11/26 Tian Ma <>:

Quote:
Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian


Kim Bale wrote:

Quote:
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:


Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





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tianxiao888
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Joined: 30 Oct 2009
Posts: 57

PostPosted: Wed Dec 02, 2009 1:12 am    Post subject:
Re: Wake effects?
Reply with quote

Hi Kim:

Does the information above help ?

My graphic card is a little old, rihgt? Smile

Regards,
Tian


Kim Bale wrote:
Hi Tian,

Could you download and run this program for me:

http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/

And then use the "Full XML Export" tool under the "Tools" tab and then
send me the xml file please.

I need to know exactly what your card supports and I can't seem to
find out from my searches.

Cheers.

Kim.



2009/11/27 Tian Ma <>:
Quote:
Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:
Quote:
Hi Tian,

It did highlight some useful stuff. Unfortunately I won't get round to
fixing this immediately.

However, if you want to use the version in the trunk you can probably
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.

K.

2009/11/26 Tian Ma <>:

Quote:
Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian


Kim Bale wrote:

Quote:
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:


Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

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http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





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PostPosted: Wed Dec 02, 2009 9:53 am    Post subject:
Wake effects?
Reply with quote

Hi Tian,

There's no file attached...

Kim.


2009/12/2 Tian Ma <>:
Quote:
Hi Kim:

Does the information above help ?

My graphic card is a little old, rihgt? :)

Regards,
Tian



Kim Bale wrote:
Quote:
Hi Tian,

Could you download and run this program for me:

http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/

And then use the "Full XML Export" tool under the "Tools" tab and then
send me the xml file please.

I need to know exactly what your card supports and I can't seem to
find out from my searches.

Cheers.

Kim.



2009/11/27 Tian Ma <>:

Quote:
Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:

Quote:
Hi Tian,

It did highlight some useful stuff. Unfortunately I won't get round to
fixing this immediately.

However, if you want to use the version in the trunk you can probably
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.

K.

2009/11/26 Tian Ma <>:


Quote:
Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian


Kim Bale wrote:


Quote:
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:



Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

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http://forum.openscenegraph.org/viewtopic.php?p=20395#20395





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tianxiao888
User


Joined: 30 Oct 2009
Posts: 57

PostPosted: Wed Dec 02, 2009 1:31 pm    Post subject:
Re: Wake effects?
Reply with quote

here it is.

Kim Bale wrote:
Hi Tian,

There's no file attached...

Kim.


2009/12/2 Tian Ma <>:
Quote:
Hi Kim:

Does the information above help ?

My graphic card is a little old, rihgt? Smile

Regards,
Tian



Kim Bale wrote:
Quote:
Hi Tian,

Could you download and run this program for me:

http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/

And then use the "Full XML Export" tool under the "Tools" tab and then
send me the xml file please.

I need to know exactly what your card supports and I can't seem to
find out from my searches.

Cheers.

Kim.



2009/11/27 Tian Ma <>:

Quote:
Hi Kim:

Thank you!

By now, I am using the olde version. And I will try more.

Regards,
Tian



Kim Bale wrote:

Quote:
Hi Tian,

It did highlight some useful stuff. Unfortunately I won't get round to
fixing this immediately.

However, if you want to use the version in the trunk you can probably
get round it by replacing the uniform booleans one by one with hard
coded values in the water shader for the options you want to enable
until it stop complaining. Obviously this is a temporary fix until I
get round to investigating further.

K.

2009/11/26 Tian Ma <>:


Quote:
Hi Kim:

Thanks for your helpful work!

Does the information inf file "ocean_output.txt" help?

Regards,
Tian


Kim Bale wrote:


Quote:
Hi Peter,

Well this is really what the many weird and wonderful configurable
options are for in OceanScene, nearly every effect can be turned off
an on to suit the graphics card configuration. I think it's probably
better to do it this way, rather than grouping them together to give
the low,medium and high settings, as you can fine tune the rendering
to suit the available hardware.

The core water shader itself isn't so expensive, it's largely the pre
render passes that bring down the frame rate and all of these can be
turned off and on as desired.

(I think) the problem with Tians card at the moment is that the water
shader in the trunk has used up all the maximum number of uniforms
permitted on nvidia 7 series card which use a version of glsl that I'm
not 100% sure of. But I think this can be worked around, I just
haven't got round to it yet (plus it's quite hard to test without a
suitable card)

K.


2009/11/26 Peter Bear <>:



Quote:
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card.
Peter

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flydm
Newbie


Joined: 15 Nov 2010
Posts: 2

PostPosted: Fri Dec 10, 2010 6:41 am    Post subject:
Re: Wake effects?
Reply with quote

hi,
i get the same question about this.would you get a good solution ?
ErikJohnson wrote:
Hi,

I thought this would have come up before, but does anyone have suggestions how to render a boat's wake? Using osgParticle provides an "ok" solution, but falls apart rapidly if the ocean waves are too large (the particles go underwater).

Would be cool to leverage the same texturing effects as the "wave crest foam" stuff - just not sure how. Smile

Thanks for any suggestions,
Erik
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jecaro (Jean-Charles Quillet)
Newbie


Joined: 01 Jul 2011
Posts: 3

PostPosted: Wed Oct 10, 2012 12:51 pm    Post subject:
Reply with quote

Hi,

I'm bringing back this thread up. Did anyone get any success about this wake effect ?
Thanks for any hint,

Jean-Charles
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Paradox
Appreciator


Joined: 19 Apr 2010
Posts: 121

PostPosted: Mon Oct 27, 2014 3:59 pm    Post subject:
Reply with quote

Hi,

I'm bringing back this thread up also after 2 years. Did anyone get any success about the wake effect? I'm working around foam+shoreline without any interesting results at moment....


Thank you!

Cheers,
Dario
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