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Do foam particles respect ocean surface with displacement?

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  • Do foam particles respect ocean surface with displacement?

    As in the subject: I remember that it was the problem in early versions of Phoenix, that's why I moved to test realflow and turned out it has the same issue for years: Foam particles do stick to the surface of the ocean, but not with displacement map used. It gives you a slightly hovering foam or underwater foam with low camera angles.
    Is this resolved in recent versions of Phoenix?

    Realflow devs managed to solve this with brute-force way - after simulation, particles are glued in Z axis into the closest, already displaced mesh. This is an optional there.

    thanks

  • #2
    yes, the foam shader gives in account the liquid displacement, you just have to be sure that the liquid slot of the shader is set correctly
    ______________________________________________
    VRScans developer

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    • #3
      Ivaylo, thanks for reply -And how about wetwater? By default ocean preset, red particles (wet particles) are clearly not accounting displace waves (visible with higher crests and waves). I can provide a screenshot if needed. And more technical question: How foam particle "know" where is the liquid surface WITH added displacement? You can use some technical facts, I know some more than basics of liquid simulators (mostly realflow). I am testing the foam right now and I'll be amazed it foam really sticks to phoenix ocean displacement map. I hope it's not a secret knowledge, Ivaylo

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      • #4
        Here's the screenshot after sim of ocean preset. Foam hovers over the displaced mesh, which would look silly if there is a ship cruising. Wetwater (red one) are aligned with liquid, but not accounting displacement map (in the slot). Tell me what am I doing wrong.
        Let's say I want to use frost mesher on foam, then shadows are even more visible.




        Here is after using frost or any other particle mesher:


        thanks,

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        • #5
          Hey,

          If the "Liquid" connector on the Particle Shader is linked to the simulator, the foam and splash particles will be affected by the displacement render time - in 3ds Max the preview is not affected yet, so far this works in the preview only in Maya. There is not much to the way the particles are affected - they are moved in the same direction as the mesh vertices by the displacement vector.

          The wetmap particles are not affected by the displacement though - they stick to solid objects and do not move with the waves. If you are trying to wet a surface with the waves, you should use the Wave Force helper to drive an actual simulation which would produce wetting on the solid objects it's in contact with.

          Cheers!
          Svetlin Nikolov, Ex Phoenix team lead

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          • #6
            Thanks, after doing tutorial with beach waves I realized the power of Wave Force (ocean daemon in realflow or wave deformer in Bifrost).

            So the conclusion is:
            1. You need vray renderer to get the foam stick to displaced surface.
            2. If you dont have vray renderer, the only way is to create actual waves instead of displacement (with help of wave force or other way). Then the foam will stick to the actual moving liquid and no displacement is required. And you can mesh it without hovering effect as well.
            If you need foam and liquid realism, then you have to go full real with wave force.

            By the way, do you plan to introduce some newtonian behavior of objects floating on the surface? Perhaps Phoenix 4.0 ?

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            • #7
              I hope we'll have that soon, yes
              Svetlin Nikolov, Ex Phoenix team lead

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