Hi,
I doodled again with wave force to get some more interesting interaction of the sea on boat hulls. Even if I'm starting to get some results, all I can say id that it is not very handy to use for this purpose.
That said, I would like to ask again for the possibility to map the Motion Velocity Effect in the extra Phoenix FD attributes of an object. It seems to me the easiest and fastest way to get some enhanced variation of wakes, splashes and foam when simulating a sailing boat.
Ideally, as I said some time ago in another topic, I would like to "simply" be able to plug the ocean texture into that slot to drive, with a min & max value, the motion velocity effect. If this is not do-able, my workflow would be:
- Rendering a heightmap of the ocean surrounding the ship
- use that heightmap an plug it into the motion velocity effect
- so, when a wave is taller, the motion velocity effect is higher and produces a bigger wake/splash and we don't have a uniform effect on the complete hull.
Is it possible ?
I doodled again with wave force to get some more interesting interaction of the sea on boat hulls. Even if I'm starting to get some results, all I can say id that it is not very handy to use for this purpose.
That said, I would like to ask again for the possibility to map the Motion Velocity Effect in the extra Phoenix FD attributes of an object. It seems to me the easiest and fastest way to get some enhanced variation of wakes, splashes and foam when simulating a sailing boat.
Ideally, as I said some time ago in another topic, I would like to "simply" be able to plug the ocean texture into that slot to drive, with a min & max value, the motion velocity effect. If this is not do-able, my workflow would be:
- Rendering a heightmap of the ocean surrounding the ship
- use that heightmap an plug it into the motion velocity effect
- so, when a wave is taller, the motion velocity effect is higher and produces a bigger wake/splash and we don't have a uniform effect on the complete hull.
Is it possible ?
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