I'm simulating local water surface effects using a volume fluid and objects interacting with it.
Then I would like to merge (extend) the fluid surface with a much larger grid that represents the full ocean and use a displacement shader to add additional effects such as ocean waves.
Since I'm using a displacement shader and raytracing it's beneficial to keep the gridres as low as possible.
I tried just deleting the edges and bottom from the fluid levelset grid using expressions to turn it into a plane. Then I made a hole in a larger grid and simply merged them together. This works fairly well if I make sure the fluid sim never reaches its boundary. However at certain camera angles there might be a small gap between the two surfaces if not perfectly aligned in y-dir.
There must be a better way to stitch the surfaces together?
I guess I could write my own sop for it which deletes edges and bottom from the fluid and then simply extends the surface in all directions.
Any ideas?