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using BOSS output as base for ocean sim

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  • using BOSS output as base for ocean sim

    hi, does anybody know of an ideal workflow to ustilise the mesh that a BOSS ocean surface produces? I need to create a big, deep ocean with waves that can crash over objects. i've gotten close with surface force emitting from the surface but i feel like i'm missing a trick in the source / emission setup.

    the ocean preset won't work for me as the illusion breaks once the waves are made so high. splashes go in odd trajectories etc.

  • #2
    Hey,

    Can you show us the result you're getting and your settings?

    Thanks!
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      Georgi, thanks. I could if you could email me as i can only post a limited amount of detail here. there I can send you anything.

      to summarize i'm using the BOSS editor to deform a plane.

      -the plane is deformed quite a a lot giving deep waves and a fair amount of detail.
      -the plane is extruded down to create volume
      -liquid source is attached to deforming plane
      -source set to surface force, discharge 2.2 - a number that seems too high now.
      -source geo set to solid, clear inside, wetting turned off.
      -container set to open on all axis
      -clear inside doesn't really seem to be working. I don't know if this is because of how the geo is made.
      -grid units meters, currently 34m x 13m x 32m - a small patch.
      -beer preset used as base in this instance

      grid cell size and source discharge value seem sensitive to each other, or finding the right value for the source discharge is proving difficult finding a balance between coverage and thickness.

      detail seems to disappear very quickly and the sim becomes smooth and blobby. ultimately i may remedy with an ocean shader to deform the smooth surface but early parts of the sim have really nice detail

      simming at low res gives me a slightly false impression. I get a lot of these weird 'mounds' forming in the sim. like nearly spherical bulges & mounds the grow.

      i will continue to experiment.

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      • #4
        Hey, a note - clear inside needs a closed volume, or it wouldn't know that inside means. If your extruded shape is closed, can you also double check if the normals are not pointing inwards?
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Originally posted by Svetlin.Nikolov View Post
          Hey, a note - clear inside needs a closed volume, or it wouldn't know that inside means. If your extruded shape is closed, can you also double check if the normals are not pointing inwards?
          that'll teach me for leaving two-sided lighting on. it is indeed a volume - but you're right the normals on the sides and bottom are inverted. Thanks for that!

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          • #6
            If there is something confidential that you would like to send us - please use the support mail with a link to this thread.

            Thanks!
            Georgi Zhekov
            Phoenix Product Manager
            Chaos

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