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V.15 has the new liquid blobbies which V.14 does not have. Depending on the type of water you need, there are different ways to accomplish this. Give us more information about your scene, is it an ocean, is it a stream, a fountain, running water from a hose, etc.

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That's good, oceans are easy. You need to create a material with a Perlin turbulence property and then animate that over time if it's for an animation vs still. Do a search with key word water or ocean. The Babbage Patch tutorial is outdated but still useful. There are several good threads in the forum about this. Start your search from there.

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The first thing you need to do is have a very good idea of what you want the scene to look like. Will it be used for animation or a still? If animation, you may want to concentrate more on the characters than on the background. If a still, then all is fair game.

 

Back to the scene. The ocean will be a flat mesh big enough to fill the camera angles. Will the camera be looking out to sea, or looking from the ocean to the land and river flowing into the sea? You don't want to build too much extraneous scenery that you may not need. I would make the ocean mesh one model and the land another. The river will be modeled into the land. The surface of the river will be another mesh with a turbulence material added to it. If you want to go for a toon look, it would make things a lot easier since you seem to be pretty new to AM.

 

Before I go any further, post a drawing or pic of how you envison the scene. If nothing else, make a small scetch with the ocean, the river and the camera angle. While you're at it, tell us more about the project and the story behind it.

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Try a search for past solutions on the forum or offsite Hash A:M resources.

Also, you could model the bulk of a wave with geometry and use sprites for the spray and mist in the air.

Texture it to look like ocean water, perhaps even with foam on top.

 

Also, check some reference photo's and footage to see what are the separate elements of an ocean wave.

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You are falling into the same trap many noobs have gotten lost in - trying to run before being able to crawl. Judging from your questions and that wireframe, you have probably just started working with AM? It would be really helpful if you went through the excercises in the book before trying anything else. You can't be a mechanic if you don't even know what the tools look like.

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One of the best ways I know is an animated displacementmap. In combination with a nice sprite-emitter you can create a pretty nice looking ocen/waves-effect.

Have a look at this: Breaking waves on a beach

Boat and Waves

 

Hope that helps a bit... if not, you should really try to start with something more simple than water...

*Fuchur*

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