Object interacting with ocean simulation offset.

Hi I am trying to simulate an object floating in an ocean butp the simulation of the object is offseted. If I deactivate the displaacement the sim is at the right place… I’m using pretty much default values for everything

3.05.02 Nightly, Build ID: 1712107891

Any ideas why I get this offset and how to correct this please??

p.s.: my displacement texture oceantex is rotated and I saw this in the release notes for 3.04: (*) Waves offset when rotating the PhoenixO. could this be this bug again?

edit: I just tried with the latest nightly 3.05.02 Nightly, Build ID: 1801157945 and it does the same. Also without rotation on the texture I also get the offset..


Sure, the displacement is supposed to work like this :slight_smile: Try using the geometry as a Fade volume - it would suppress the displacement near the geometry.

Cheers!

Ok good to know. when I did such a scene a while ago I didn’t need to do that as far as I remember?..

And I have many object but it seems I can select only one object? I sthere a way to use many objects for the fade volume?

Ok I could select a selction set for the fade volume. but now the area around my character becomes flat. I will try to use the wave force too to compensate.

Hi,

depends on how much displacement is applied and that’s why sometimes the offset is more visible. So, about multiple geometries - use Attach function in Edit Geometry mode.

Yup, if you want big waves compared to the objects in the sea, it would be better to use real waves with wave force and only add fine displacement.

Ok yes my wave is quite mild but seems too big to use only displacement. i will use the wave force too. thanks all!

Hey Strob, note that if you uncheck Vector displacement on the Ocean tex, the displacement would only go up and down and this effect should not occur.

oh ok I should try that too!