We are trying to blend a FLIP simulation with an ocean generated at render time in 3dsMax/Vray.
The ocean is done using a PhoenixFDOceanTex combined with a noise for displacement scaling, applied on a plane using a Vray Displacement Modifier.
The simulation is done in Houdini, exported as alembic, and loaded as Vray Proxy in 3dsMax. This simulation has flat borders, so it can be displaced to match the ocean.
We want to mask out the non-flat area of the simulation so it won’t be displaced.
We did the following :
Without displacement :
With displacement :
Mask :
PhoenixFDOceanTex on FlipSIM :
Gradient ramp setup :
The ocean is done using a PhoenixFDOceanTex combined with a noise for displacement scaling, applied on a plane using a Vray Displacement Modifier.
The simulation is done in Houdini, exported as alembic, and loaded as Vray Proxy in 3dsMax. This simulation has flat borders, so it can be displaced to match the ocean.
We want to mask out the non-flat area of the simulation so it won’t be displaced.
We did the following :
- bake the velocity as vector attribute, so it works as a mask
- this mask is loaded in a vertex color, connected to a gradient ramp
- we combined ocean’s noise with the velocity mask (ramp’s output)
- this will be the displacement scaling for the simulation’s mesh
Without displacement :
With displacement :
Mask :
PhoenixFDOceanTex on FlipSIM :
Gradient ramp setup :
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