|On this page|
This node can create thin layers of particles to allow simulation of only a small part of an ocean surface. It can also generate boundary layers that surround the simulated liquid tank and help suppress wave reflections and preserve water volume and velocity over the duration of the simulation. These boundary layers also enable animation of the Center parameter to track a moving object.
This node will usually be created via shelf tools that apply one of the following presets:
Generates a full tank of particles initialized with ocean velocities, a boundary layer of particles, and a velocity field that can be used to update the simulation velocity with an Advect By Volumes POP. This preset is most useful for simulations that require a full liquid simulation including interaction with deeper parts of an ocean.
Generates a thin layer of particles initialized with ocean velocities, and sink and surface fields that will remove and then replace all particles within the layer each simulation timestep. This preset is used to simulate only the splashes that occur above the ocean surface, and generally matches the non-simulated ocean surface very well.
Wave Layer Tank
Similar to Wave Tank except generates only a thin layer of particles, a surface field deeper within the ocean to use as a collision object in a simulation, and a boundary layer. This preset is used to simulate a thin layer of water that matches the low-frequency motions of the larger waves, but allows full simulation of wakes and other below-surface motion that Splash Tank cannot. It does not match the original non-simulated ocean surface as well, however.
Similar to Wave Tank except ramps down the ocean velocity along a specified direction to allow simulation of the natural breaking waves in the shallow water approaching a beach collision object. The boundary layer will also be disabled along the maximum extent of the volume in the specified direction.
Similar to the output from the Particle Fluid Tank with the addition of a boundary layer, allowing the tank to track a moving object by animating the Center parameter.
Initialize the parameters to the specified preset.
The smallest distance between any two generated particles in the initial configuration.
The amount to oversample the particles. For example, a value of 2 will create twice as many particles.
The voxel size of any volumes created will be the product of this parameter and the Particle Separation.
The size of the set of particles or volumes created by this node.
The center of the set of particles or volumes created by this node.
Generate particles with ocean velocities within the ocean surface and the specified box.
The top level of the particles before being deformed by the ocean surface. A value of zero represents the surface of the ocean.
Fill the bottom of the tank with particles, starting at the Water Level value.
Specifies the size of the layer of particles to create.
Random seed for creating jitter.
The amount of jitter to apply to the positional values of the particles.
Kill Inside Collision
Delete any particles inside any collision objects plugged into the second input.
surface SDF volume of the specified size and resolution, according to the specified operation.
Do not create a surface field.
Create a surface field containing only the evaluated surface as specified on the Surface Evaluation tab.
Create a surface field containing only the boundary layer surrounding the tank.
Create a surface field containing the union of the evaluated surface and the boundary layer surrounding the tank.
Create a surface field containing the intersection of the evaluated surface and the boundary layer surrounding the tank.
The Surface SDF will represent the ocean at the specified depth. This differs from simply offsetting the output surface SDF as it takes into account the Depth Falloff setting.
Controls the radius of the points used to generate volumes. Higher values are more expensive but give smoother volumes.
Kill Inside Collision
Remove the surface inside any collision objects plugged into the second input.
Visualize the generated surface.
The isosurface value at which to visualize the surface field.
Output a field containing the ocean velocity values.
Max Extrap Cells
When generating velocity volumes, how many voxels from the ocean surface to extrapolate velocity values.
Ramp by Direction
Apply a ramp to the velocity values according to direction across the volume. This can be useful for ramping down ocean velocities as the water approaches a beach, for example.
The direction of the velocity ramp, in degrees, with zero being along the X-axis. This value is specified similar to the Wind Direction of the Ocean Spectrum SOP.
Visualize the generated velocity field.
Specifies the axis along which to visualize the field.
Where the plane should be positioned inside the volume. This is a relative coordinate, with -1..1 being the total range, so 0 means the center of the volume.
How long, in seconds, the streamers should be.
The speed representing the maximum value used for coloring the streamers.
sink SDF volume of the specified size and resolution, according to the specified operation.
Do not create a sink field.
Create a sink field containing only the evaluated surface as specified on the Surface Evaluation tab.
Create a sink field containing only the boundary layer surrounding the tank.
Create a sink field containing the union of the evaluated surface and the boundary layer surrounding the tank.
Create a sink field containing the intersection of the evaluated surface and the boundary layer surrounding the tank.
Visualize the generated sink.
The isosurface value at which to visualize the sink field.
Create Boundary Layer
Create a small layer of particles and a volume that surround the primary particles and volumes. Enabling this layer will increase the size of the output particle cloud and volumes by the amount specified in the Padding parameters.
The size of the layer in the negative x and z directions. Set this parameter to zero to disable the layer on any given axis.
The size of the layer in the positive x and z directions. Set this parameter to zero to disable the layer on any given axis.
Visualize the particles in the boundary layer by color.
The color of the boundary layers particles when Visualize is enabled.
The time at which to evaluate the ocean surface.
Downsample the incoming ocean spectrum before evaluating any ocean values. This parameter specifies the number of powers of two to remove from the resolution of the incoming ocean spectrum. For example, if the spectrum was originally specified at resolution 10 to generate a 1024 x 1024 volume, downsampling by 2 will evaluate ocean volumes at resolution 8, a 256 x 256 volume.
The same high resolution spectrum can be processed by separate Ocean Evaluate and Ocean Source nodes, for example the former with no downsampling to deform surface geometry, and the latter at a downsampled resolution to generate the more expensive volume or point output.
Specifies how deformation and velocity values falloff as the input points lie below the ocean surface.
Values do not falloff below the surface.
All values have the same exponential falloff below the surface.
Exponential by Frequency
Values have an exponential falloff that is scaled per wave frequency. With this setting the contribution from small, high frequency waves falls off very quickly. It is the most accurate setting and most expensive to compute.
An additional scale applied to the exponential falloff modes in Depth Falloff. For the most physically accurate values this should be set to 1 in conjunction with the Exponential by Frequency mode.
The number of divisions along the depth axis if the computed ocean are 3D, as specified by the Depth Falloff parameter. Higher values are more accurate but more expensive to calculate.
Scatter points on the surface of the tank, which can help create flat surface for a FLIP simulation. For a value of 1 the scattered points will be approximately separated by Particle Separation. Increasing this value will oversample the surface.
The points will be oversampled to this distance from the the surface of the tank if Oversampling is enabled. This parameter is specified in multiples of the Particle Separation.
The Ocean Spectrum volume to evaluate when the Surface Evaluation type is Ocean.
Geometry used to cull particles and volumes from within collisions.