I have some shots with a boat in really stormy water.
I have made some phoenix stormy water assets for my animators so they can find the right wave ( driven by a oceantexture with displacement) so they can move both texture and Phoenix container
So the boat is animated and not driven by Phoenix - it needs to be this way.
My problem comes when I make simulations...
I have 2 options as I see it and both has shortcomings...
1) I simply simulate with the displacement without any waveForce
Good thing is that my Ocean Mesh looks perfect and the waves (dipslacement) matches the animation perfectly
Not so good thing - since my ocean in simulation is flat only liquid fill-up - no waves since they are only made by displacement - my interaction boat can be in mid air and have no interaction with the wave until it comes down and start interacting with the water sim..
2) I use the same Ocean texture and drive a waveForce and since this needs to be matched with the displacement i set fluid freedom very low... I can also lower the detail on the ocean texture...
Good thing here I get interaction with the wave all the time and not only when its below normal fillup on Phoenix liquid...
Not so good - since I have a big ocean I need to have a displacement (same as animators have and same as I use on my WaveForce with more details... ) But then I get a displacment ontop of the waveforec in my conatiner and that just pushes things around and the sim no longer matches...
So what am I missing here... are there any way to have 2 different displacements one for the container and one for the ocean mesh outside?? since I need the huge waves for the ocean ? But only some details in the conatiner simmed waves...
Am I thinking this completely wrong?
I have made some phoenix stormy water assets for my animators so they can find the right wave ( driven by a oceantexture with displacement) so they can move both texture and Phoenix container
So the boat is animated and not driven by Phoenix - it needs to be this way.
My problem comes when I make simulations...
I have 2 options as I see it and both has shortcomings...
1) I simply simulate with the displacement without any waveForce
Good thing is that my Ocean Mesh looks perfect and the waves (dipslacement) matches the animation perfectly
Not so good thing - since my ocean in simulation is flat only liquid fill-up - no waves since they are only made by displacement - my interaction boat can be in mid air and have no interaction with the wave until it comes down and start interacting with the water sim..
2) I use the same Ocean texture and drive a waveForce and since this needs to be matched with the displacement i set fluid freedom very low... I can also lower the detail on the ocean texture...
Good thing here I get interaction with the wave all the time and not only when its below normal fillup on Phoenix liquid...
Not so good - since I have a big ocean I need to have a displacement (same as animators have and same as I use on my WaveForce with more details... ) But then I get a displacment ontop of the waveforec in my conatiner and that just pushes things around and the sim no longer matches...
So what am I missing here... are there any way to have 2 different displacements one for the container and one for the ocean mesh outside?? since I need the huge waves for the ocean ? But only some details in the conatiner simmed waves...
Am I thinking this completely wrong?
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