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Match ocean displacement on mesh with sim for Boat Rig

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  • Match ocean displacement on mesh with sim for Boat Rig

    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?

  • #2
    Not really sure. I am just fixing an issue with the Wave Force where if you change the helper icon's position in the viewport it would change the ocean texture's mapping, which should apply only to the turbulence helper. It will be in tomorrow's nightly.

    However, the wave force needs major rework which will be able to much more accurately mimic the motion of the ocean displacement. This will come in a few months. Btw, you can easily switch between the simulation and the displaced ocean by enabling Pure Ocean rendering.
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      I see...yeah, its completely possible I moved the waveforce icon around and that was the culprit. Anyways, I am just using a hires copy of the grid now to drive the boat rig (which works beautifully!) and than I will either cache out the boat animation or just exclude the lores sim while doing the hires sim (the conform spacewarp only works if the phoenix mesh is visible in the viewport)...
      Happy coding for the planned changes!

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