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  • Beach wave scale too large

    Hi all. First off, I wish there was a way to test sims faster. So I'm using the liquid simulator to make waves coming up on the beach. The problem is that my waves are out of scale, especially when tents are shown (see image). How can I reduce the visual scale of the waves. Also, the little "pock mark" detail waves don't appear there (like in the image below) or are very faint. What I was going for is what's on the bottom image, but I'll settle for anything that looks in scale and relatively calm (not crazy crashing waves). Thanks.
    Attached Files

  • #2
    Hey,

    In order to test the same setup faster, just reduce the size of the grid - use a long, narrow slice oriented from the ocean towards the shore. When you are happy with the waves in this slice, you can widen it back to the full size.

    There are a few ways to add more fine waves - you could either have them simulated, or use different ocean tex than the one you've plugged into the wave force and plug it as a displacement map in the simulator. Otherwise, you could use a second wave force with smaller waves, but note that you'd need a huuuuge resolution in order to get these fine waves. You could also add a little turbulence that will help make the surface more interesting, but anyway - a simulated solution will need you to increase the grid resolution a lot.

    Hope this helps, cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Thanks Svetlin. I had a problem with it crashing when I plugged it into the displacement. So fortunately found where I could tile my main wave by 3 in the x/y. Then plugged another tex into it and set tiling to 6. This was the result. Much better I think. (I tried to upload a 7.5MB mp4 animation file, but it didn't let me). By the way, is there more than one ocean tex? I only saw one.
      Attached Files
      Last edited by vandy; 26-05-2017, 01:43 PM.

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      • #4
        Looking sweet! Would it be possible to send the crashing setup over to Support so we can fix it?
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Originally posted by vandy View Post
          By the way, is there more than one ocean tex? I only saw one.
          Ah, no, it's just that one - I mentioned using a second ocean tex as a displacement over the sim driven by the wave force, because it won't look good if you reuse the same ocean tex that drives the wave force.
          Svetlin Nikolov, Ex Phoenix team lead

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