Heya Folks!
I'm helping someone with a pitch for a tv show which involves a few ocean shots. One of them is a close up where you'll see the hull of the boat breaking through some waves so I'll have to have some interaction here. I'm having a play with the wave force - as you guys have mentioned it needs a bit of work to solve the edge reflection issues to make it easier to blend into the infinite ocean patch. What I also find is with the displacement options, if you try to drive the water with wave force and then apply the ocean tex to displace after, it'll mess up any water that's splashing over the surface. Previously in the Naiad days, I used to use the droplet parameter to make sure the displacement wasn't applied to any of the particles above the main body of the surface - you could mask your displacement to only the flat areas. You could do the same with prt files exported from naiad and then mesh in frost also. Would it be possible to get some of this type of functionality into phoenix? Also is there any kind of way we could limit the area of the wave force influence so again we could have it gradually fade off so that the sim isn't splashing as much at the edges and causing issues when we try to extend into the infinite ocean?
Cheers, and here's some rubbish playblasts
I'm helping someone with a pitch for a tv show which involves a few ocean shots. One of them is a close up where you'll see the hull of the boat breaking through some waves so I'll have to have some interaction here. I'm having a play with the wave force - as you guys have mentioned it needs a bit of work to solve the edge reflection issues to make it easier to blend into the infinite ocean patch. What I also find is with the displacement options, if you try to drive the water with wave force and then apply the ocean tex to displace after, it'll mess up any water that's splashing over the surface. Previously in the Naiad days, I used to use the droplet parameter to make sure the displacement wasn't applied to any of the particles above the main body of the surface - you could mask your displacement to only the flat areas. You could do the same with prt files exported from naiad and then mesh in frost also. Would it be possible to get some of this type of functionality into phoenix? Also is there any kind of way we could limit the area of the wave force influence so again we could have it gradually fade off so that the sim isn't splashing as much at the edges and causing issues when we try to extend into the infinite ocean?
Cheers, and here's some rubbish playblasts

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