Scaling an ocean source / ocean spectrum

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Hello! I am working on a shot where an ocean has been created via an ocean spectrum. We want to have specific areas of the ocean interact with the environment, so I am cutting out areas of the ocean spectrum with an ocean source, then feeding that into my flip sim. It works well, however everything in the scene is twice as big as it should be, resulting in a very heavy and slow looking flip sim.

My initial thought was to obviously scale everything by half, then scale it back up post sim. However, scaling the ocean spectrum results in a very different looking ocean, and the ocean source is what is setting my bounds/limits and initial state of the sim, so scaling that results in my sim popping back to its original scale.

Any ideas of how I can go about getting a scaled version of the ocean into a sim?
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