How to blend ocean with flip sim (Guided Ocean Layer)

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So I'm currently working on a personal project and learning a bit more about flip / oceans. Im currently test rendering and encountered two issues.

My first problem is, that I dont know how to blend between the simulations and the ocean. I already have the displacement on top and theoretically I have the layers and they would match up. But when rendering I cant get a good matte on the ocean, so I can combine it with the simulation. I know there is a possible to extend the fluid and add displacement at render time, but I want to have as much control over the whole thing in comp as possible. Also I have two simulations and I dont know if it is really efficient to blend all of them in one single layer.

There is another problem. Whitewater. How would I blend between the simulated whitewater and the bake ocean foam? Normally I would just try to not have whitewater on the edges, but they will always have whitewater, because there is constant movement caused by the guided ocean.


I will attach some screenshots, so my problem is easier to understand.

Here is a Screenshot of the matte generated when rendering


A render of only the sim. As you can see I can't overlay it on the ocean because of the edges.


The combined scene


The edge from the foam
Edited by Borsilive - June 9, 2021 07:39:50

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you output the "flattened" attribute in the render and use it in compositing to feather the edges.
https://www.youtube.com/channel/UC4NQi8wpYUbR9wLolfHrZVA [www.youtube.com]
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