A value that sets the wave length (in meter for example) in the Ocean texture map , like the Wave Height, I am not that sharp in using those setting, and I often want to have the distance between wave longer as they are out on the open ocean. The map generate waves are way to close to get a scale right impression with large ship , at least for me :).
I´m doing some rnd with kind of a similar scenery.
Try playing with the uvw tiling settings in the ocean map to stretch it the way you want.
You may have to counteract with the waveforce and changerate etc. to get some good results…
Trying to get something nice right now, too. let me know if you find a nice solution!
Hmm, what is the problem to get the ocean to look like in the screenshot right now with Phoenix?
@stefanbartram thx buddy! yeah all phoenix
Another thing i`m testing is the level of detail. For me it seems that when you decrease it to 1 then there is straight movement forward and no second and third layer wave force in different directions.
Georgi - , the distance between the “large” waves , here there is only 2 , and the slow speed they move with. You can’t control the wave distance in Phoniex. But if you have a set up that do that, I be glad to see it. Bear in mind the distance between the waves should be 50 - 75 m, and not the beach set up. It need to be open deep ocean ![]()
Olika , Ah I will try that to ![]()
Using the suggestions made by Olika you should be able to get the same result. Adjusting the rate of change will help with the speed of the waves.
Another thing i just tried and it seems to work fine is that you can use more then one wave force helper.,
I.e. i have one waveforce helper for the big waves with multiplier 5-10 with one oceantex in it ( example settings i have right now (without any warrant as i’m tersting by myself right now
) wind speed 15 m/s, level of detail 1 (as i mentioned earlier 1 is important to just have single waves moving forward), rate of change1,3, turn coordinates z-angle in the direction you want the waves to flow.
Then as a second layer, use a second waveforce helper, way lower multiplier (i.e. 0,5) as it should create the smaller ripples on top of the big waves. with a second oceantex in it. (wind speed 3-5 m/s, level of detail 15, rate of change 1)
Hope that helps! Greeting from the CG Wave Research Institute Olika! ![]()
Hope that’s not too offtopic but i feel i have the right people in here so i try to hijack the thread with a quick question.
Still with the big waves, i stumbled across the simulate air effects checkbox. First, is it cool to use in a big wave setup or you say no no gonna produce wackness after siming for two days haha.
And when yes use it, then do i have to put a force in the scene too to make that work, i.e. does it need a plainforce to create a effect at all or is it doing something inside the fluidsim just by enabling the checkbox?
Thanks in advance and sorry for being offtopic 8)
hi @stefan_bartram jep i think when you going into extremes in terms of oceantex values, the pure ocean preview ist not reliable anymore as displacement can’t do it anymore.
Better use a lowres sim for preview how the fluid react, although when you upres the grid it will change behavior a bit. Guess it’s all experience. Took me a long time to develop the patience and accept that it just has to sim for some frames to see what the result will be.
hey @Svetlin.Nikolov as talking bout long sim times to see some effect, maybe you can jump in and help.
When i take a closer look to my wave sim (see gif above) i’m fighting with some blocky movement when the wave moves forward. Seems it’s most prominet at the fastest part of the wave in that case the peak shortly before breaking. It’s the lower left corner of the gif where camera is the closest to the fluid.
Is this a steps per frame issue and just needs ore steps to get a more smooth fluid forward movement?
OR i also have a verdict on the droplet surfing. On one side it suggested in the docs to use it in ocean/wave setups. But as the droplet surfing affects the liquid could it be that the meshing of the fluid gets influenced in a bad way here. I mean it looks like that the mesh tries to catch up to the fast moving fluid particles and tries to mesh the powerful splashes of the breaking crest? In that case the flicker would be understandable.
Right now i try a new sim with droplet surfing turned off. But i would like to hear what you think about it and what would be your bet how much steps per frame would be good for that kind of big wave?
Hmmm, I can’t see it in the gif though.. lower left, correct? Could it be a mesh resolution issue? Does mesh smoothing help it?
Hi @Svetlin.Nikolov yeah have to admit it’s hard to see in the first gif. I tried to get a better example. Hope you can see it now.
Indeed i’m messing around with smoothing parameters too.
Could they cause this splotchy movement? Playing with input smooth ing and also Meshsmoothing with and without particles and all in combination. Still i did not found the badboy ![]()

Oh, I’m seeing the blocky grid, some smaller holes in the mesh that pop up occasionally, and also some black longer artifacts that might be happening near the simulator border or the image border of the simulator does not stitch well with the infinite ocean. Looks more like a rendering issue with the Ocean Mesh mode. Does it show up if you render in Cap Mesh, or Isosurface which should be veeery smooth? If you enable the particle preview of the liquid and disable the mesh preview, does the Liquid particle mass also have such a blocky shape?
Hi @Svetlin.Nikolov
I know what you mean, the smaller holes comes from mesh smoothing, i think they would not even been visible when rendered.
The big black ones in the back is form ocean mesh mode and i would also say it’s disappears while rendering. All good, but i’m really focusing on that few frames barely before the wave breaks and stasrts to develop the splashes.
Because i think before that point all seems smooth already, i would not raise spf at all. But right when the splashes start to show up and the wave breaks then the most ahead mesh starts to jump somehow. Sorry, don’t know how to find better words for it ![]()
I’m running a sim with 4 spf and droplet surfing completly turned off. let’ see whats happening .. but 4 spf’s could take some time now ![]()
Yess, I’m still gravitating towards a render-time solution since it would be quicker… I think the particle preview could really tell if it’s a simulation thing though…
Cool! I’ll bring one up! I just thought maybe it’s a easy one, like yeah for sure it’s the spf or something hehe
Could it possibly be the storage quality of your grid? I have done some larger sims (large grid) and with lower storage qualities values get quantized and kind of jump.
is the storage quality actually the number of bits used to represent the values? It seems to act like that.
morning @Joelaff , oh thanks for pointing out to this! I actually never thought about that one. It is quite a large grid i’d say hmmm…
That would be a classic, would’nt it! Simming for days and then crunching it while saving ![]()


