# How can I make a water wake effect?

I wish to create the illusion of an object that is stationary to be moving along a surface.

I have a sphere and a plane, and the desired outcome would be for a water "wake" effect to be behind the sphere.

the sphere is to be stationary.

here is an image of what i would like to acheive, though this image is using dynamic paint and me dragging the ball across the surface.

Is this possible?

The user out come is a wave I am creating. https://i.imgur.com/waLSK5I.jpg I am going to have a surf board on the wave.

I am looking alot into gemetry nodes now that the simulation node has arrived.

• I would think so, weight paint and instance some particles with initial velocity Aug 28 at 2:16
• @AllenSimpson But particles shooting out behind the sphere would look like something swimming away from the sphere, not as if the sphere was moving forward... if I got you wrong and you could elaborate further on your idea this would be great, since I would like to know a solution for this problem, too. Aug 28 at 6:33
• DP does work, if you move the water, not the ball.. could you rig a curve-deformed conveyor-belt of water? I'll try it, when I can, if you don't get there first. Aug 28 at 7:20
• thankyou for all responses. I can update my question with more information to give you a better understanding of what i have tried and what I intend to use the effect for. I will update in a few hours after work
– ben
Aug 28 at 7:28
• @RobinBetts I've tried the conveyor belt method, but the waves on the moving canvas are not working in the same way as if the brush was moving: "static" wave Aug 28 at 7:30

This can be done with a conveyor-belt of water.

• Set up a subdivided plane-strip of water
• Curve deform it along a loop with a flat top and bottom
• Adjust the length of the belt to close the loop, and assign a Weld modifier to stitch it up
• Animate the belt along its deformation axis, as far as you like.

Here are the settings for the example file attached, at my scale, for the brush and canvas:

The result is a little large for a BSE .gif, but can be found here

There are a couple of hitches to iron out, I think. The weld doesn't seem to play well with the simulation, when first encountered, but seems to settle down. The wake travels all the way round the belt.. if you needed a perfectly smooth surface ahead of the ball for a very long shot, that would require some thought.

• wow this looks good. It certainly answers the question. I will give a plus 1 as its on the right track and has demonstrated a possible solution. I am still looking at other ways.
– ben
Aug 28 at 11:06
• @ben For sure. Fair enough. It's not perfect. Aug 28 at 11:40
• I might have an answer with geometry nodes . If it does not work and its been a week fro this post I will set the answer to be Robins
– ben
Aug 31 at 10:10
• There was a geometry nodes solution however its made by someone else and they are selling it as a product.
– ben
Sep 9 at 7:13
• Hi, @ben, I wonder, are they doing the whole simulation? A spring-force and damp on edge-length would do it ... That seems a bit re-inventing the wheel.. Sep 9 at 7:19