Hey there,
I found this awsome tutorial about a boat rig I wanted to try out:
https://www.youtube.com/watch?v=MTN54lxE5Jc
I thought it would not work with the phoenix liquid, since it has a changing vertext count, but apparently the conform spacewarp doesn not care about that.
The idea would be to create a lores sim to rig the boat animation to, then cache the boat animation out and use that in a hires sim with the same settings.
But even with a lores sim, playback is still choppy, so I thought I could maybe just use a plane with a standard displacement modifier using the same ocean texture I use to drive the waveforce sim with.
In my first RnDs this seemed to work and the displaced mesh looked pretty close to the final sim (especially with lower values the waveforce does not make a big difference).
But then I changed some stuff which I cannot remember and now it does not match anymore, so I was wondering how I can make sure they match as closely as possible.
Can you help me out here?
I found this awsome tutorial about a boat rig I wanted to try out:
https://www.youtube.com/watch?v=MTN54lxE5Jc
I thought it would not work with the phoenix liquid, since it has a changing vertext count, but apparently the conform spacewarp doesn not care about that.
The idea would be to create a lores sim to rig the boat animation to, then cache the boat animation out and use that in a hires sim with the same settings.
But even with a lores sim, playback is still choppy, so I thought I could maybe just use a plane with a standard displacement modifier using the same ocean texture I use to drive the waveforce sim with.
In my first RnDs this seemed to work and the displaced mesh looked pretty close to the final sim (especially with lower values the waveforce does not make a big difference).
But then I changed some stuff which I cannot remember and now it does not match anymore, so I was wondering how I can make sure they match as closely as possible.
Can you help me out here?
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