The approach that houdini uses to setup the whitewater for ocean fx it's pretty cool but… I'd like to keep foam outside of the “main grid”, I don't want build a huge grid just to calculate foam extension, right? I thought that “treat as ballistic” could be a solution, not sure yet because I am still simulating (I'll update about that)
Anyway, I still looking for a cheap solution in terms of performance to keep foam outside of grid. My first idea was make use of a big grid with waves calculating vel and use that to advect/collide with foam generated by my object (a boat for instance).
Any ideas for that? I'll appreciate that, thanks for any help.
keep foam outside the box
2452 4 1- claudiohick
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- claudiohick
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Here's my setup scene, pretty simple. The idea is to generate foam with huge extension, like a boat crossing the ocean with big trails in the backwards.
It's important to freeze that I don't wanna use big grids for matters of performance.
So, using pump to solve that does strange behaviors modifying the surface mesh. I'd like to mimic a turbulence caused by ship propellers, that comes below de ocean surface, I'm using flat tank for that example.
I guess the most important here is the foam trails, because the surface I can modify using waves and ripples later.
I'm not sure, but… Could be convenient use a secondary emitter to create more particles below the surface? This bring a new problem: generate particles and wave tank at same time with flip.
thx!
It's important to freeze that I don't wanna use big grids for matters of performance.
So, using pump to solve that does strange behaviors modifying the surface mesh. I'd like to mimic a turbulence caused by ship propellers, that comes below de ocean surface, I'm using flat tank for that example.
I guess the most important here is the foam trails, because the surface I can modify using waves and ripples later.
I'm not sure, but… Could be convenient use a secondary emitter to create more particles below the surface? This bring a new problem: generate particles and wave tank at same time with flip.
thx!
- claudiohick
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- claudiohick
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OK, I think this one is the best test so far.
1. I changed in “brute force” mode the whitewater to generate random particles.
2. dops did all the job to generate foam, I just set it to ballistic mode.
3. I use ray sop to keep the ballistic particles into the ocean surface.
the ocean surface is the same ocean spectrum but optimized for the purpose.
heres the hip, anyone has a better approach? PLZ!
1. I changed in “brute force” mode the whitewater to generate random particles.
2. dops did all the job to generate foam, I just set it to ballistic mode.
3. I use ray sop to keep the ballistic particles into the ocean surface.
the ocean surface is the same ocean spectrum but optimized for the purpose.
heres the hip, anyone has a better approach? PLZ!
- Bob Boby
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