@lhno It's using the Phoenix FD displacement for the ocean surface, not the Phoenix FD Ocean mesh simulation, so there is no option for underwater goggles. There was a forum post about this many years ago and I believe using an IOR of 0.75 is physically accurate because you're looking from an IOR of 1.33 into an IOR of 1.0 the inverse is true when you are looking into the water from the surface.
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Alternatively, you could use Vlados idea in the old forum found here https://forums.chaosgroup.com/forum/...ater-rendering.
I've recreated his scene with the phoenix ocean and it works really well on the gpu, all you need to do is hide the sphere once the camera goes above the water.
See attached.
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Hi, sorry for all the attachments and scenes, but here it is again, the same setup as above, but with a beach with a sand texture you can see how the texture reacts below and above the water and you can also see the depth of the water as the sand goes deeper out to sea. It would obviously look much better with more time put into it, but I think this covers all the things you are looking for.
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Originally posted by chadstevens View PostHi, sorry for all the attachments and scenes, but here it is again, the same setup as above, but with a beach with a sand texture you can see how the texture reacts below and above the water and you can also see the depth of the water as the sand goes deeper out to sea. It would obviously look much better with more time put into it, but I think this covers all the things you are looking for.
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Please note that the only thing phoenix is used for is the ocean surface, you can use other plugins to create the ocean surface, but I think phoenix is the best. It's just the displacement map, not an actual simulation, the trial version offers the ocean tex map for a month so you can play around with it and see if it suits you.
HotForMax also has an ocean surface (http://www.guillaumeplourde.com) that you can use, or you could just use a normal/bump map on the ocean surface.
Cheers.
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