I am creating a long animation of a boat on an ocean surface. I am using the new guided ocean surface with Houdini 16 to make use of the extended fluid surface blending to an infinite ocean. White water emission is occurring everywhere making blending into the extended ocean a problem. Increasing the flip simulation bounding size is not really an option. I would rather reduce the emission of the white water using a bounding volume mask.
The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean?
Any insight would be very welcome.
Thanks