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 :
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
We expected to have a displacement on flat areas only, where velocity is low (mask is supposed to be at 1 in these areas). However, it does displace the whole mesh. Any ideas on the workflow ?
I guess I mean I would have to play with a scene, but sadly I don’t have any time right now.
You tried clamping the output?
Also, perhaps you need the masked area to have Value of 0.5 rather than 0. Maybe use your mask as a mask with a composite node to composite a middle grey values on top to make the masked areas 0.5.
I’m sure the Phoenix team will chime in when they see this. (They are faster in the Phoenix parts of the forum.)
Cool. Hopefully they will have some ideas. I wonder if show map on back in the Gradient ramp would help.
Also, since you are combining the noise map after the Gradient ramp aren’t you ending up with non-zero values in your masked areas? Or is that a multiply operation in the composite node?