The Waves effect has been extended to allow for more natural progression of waves (logarithmic), and to simulate an object moving through the water surface. HOWTO: - Create the usual subdivided plane for the water surface. IMPORTANT: The water surfaces needs to be at Local Z=0, i.e., at the object center. So don't move the vertices 'up' or 'down' inside editmode. Turning on "Subsurf" on the mesh will show realtime lighting too. - Create an Empty. This will be the boat. (You can use any other object, though only the center point will be evaluated, not the individual vertices) - Go back to the Water surface, add a Wave effect, enter the name of the Empty into the BoatOb: field - Turn on X, Y, Cycl, Log, and Boat. - The "Height" value still determines the average height of the wave, but now it is modified by the boat's speed and how deep it sticks into the water. If the boat doesn't move, no waves are caused, neither if it doesn't touch the water surface. - "Resolution" determines how many wave simulations per frame are calculated. Higher values are more accurate, but slower. - "Dampfac" is the damping factor of the material for the logarithmic ("Log") setting. The higher, the faster the waves decays. - "Sfra" and "Efra", if set to non-0, determine when Blender starts and stops evaluating the effect. This is just meant to speed-up the animation preview when the waves decayed enough to be invisible. The further into time and the more frequently the boat touches the water (i.e., the more waves need to be simulated), the slower the simulation gets (as it ALWAYS calculates ALL previous frames, too). Also, Logarithmic waves NEVER *fully* decay - so you can set Efra: to a reasonable frame when the material doesn't show the waves in render anymore.