I am working on ocean simulations:
I am having to actually animate the ocean (Wave Force modifier) to get waves that do hit my collision objects ("Rocks on the coast" in my case...) and this is generating my water, foam and splash simulations. These simulations work very well and I can get the Wave Force modifiere to do a great job and tweak it the way I want it to influence the waves: But also I have to/want to extend the simulation gizmo around these rocks with the infinite ocean mesh feature as the shots do show the whole ocean behind the coast.
I cannot get it done that the moovement of the oceanmesh (OceanTexture) is in accordance with the waves I am generating inside my liquid sim gizmo (wave force). Waves and their beahviour are way different however I am tying to tweak the "multipliers" of the ocean wave force and the "multiplier" in the rendering menu for the displacement of the infinite ocean mesh. Sure I did plug in the same OceanTexture into the wave force modifiere and the sim´s rendering displacement-texture slot.
Also the "ocean mesh" (as using the Ocean texture as displacement modifier for the mesh) is overlapping and hiding (in render) lots of my particles inisde the sim box since the waves are just too different). Sying this bottom line is "2 differnet wave simulations inside the simulatro and for the infinite ocean mesh".
Has anybody ran into this situation and can help me how to find a solution for this? How can I make the infinite ocean meshe´s waves go with the waves I get inside the simulator for my particles?
I have researched here in the forum and did read that there is no "automatic" alignment for this, yet, but if I cannot manage to (manually) align these waves then there is no way to use Phoenix for those shots at all -e xcept i would generate the whole large ocean as a sim - and this is far from beeing practicable....
Any help or hint or workaroudn idea - highly appreciated!
I am having to actually animate the ocean (Wave Force modifier) to get waves that do hit my collision objects ("Rocks on the coast" in my case...) and this is generating my water, foam and splash simulations. These simulations work very well and I can get the Wave Force modifiere to do a great job and tweak it the way I want it to influence the waves: But also I have to/want to extend the simulation gizmo around these rocks with the infinite ocean mesh feature as the shots do show the whole ocean behind the coast.
I cannot get it done that the moovement of the oceanmesh (OceanTexture) is in accordance with the waves I am generating inside my liquid sim gizmo (wave force). Waves and their beahviour are way different however I am tying to tweak the "multipliers" of the ocean wave force and the "multiplier" in the rendering menu for the displacement of the infinite ocean mesh. Sure I did plug in the same OceanTexture into the wave force modifiere and the sim´s rendering displacement-texture slot.
Also the "ocean mesh" (as using the Ocean texture as displacement modifier for the mesh) is overlapping and hiding (in render) lots of my particles inisde the sim box since the waves are just too different). Sying this bottom line is "2 differnet wave simulations inside the simulatro and for the infinite ocean mesh".
Has anybody ran into this situation and can help me how to find a solution for this? How can I make the infinite ocean meshe´s waves go with the waves I get inside the simulator for my particles?
I have researched here in the forum and did read that there is no "automatic" alignment for this, yet, but if I cannot manage to (manually) align these waves then there is no way to use Phoenix for those shots at all -e xcept i would generate the whole large ocean as a sim - and this is far from beeing practicable....
Any help or hint or workaroudn idea - highly appreciated!
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