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db.digital

Sourcing whitewater from points

Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim:

I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver?

Thank you!

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I think I'm following what you're doing, but I'm having trouble applying it to what's in my scene. I've attached a hip file because I'm not quite sure how to describe what I'm trying to do. I have isolated points over a deformed grid to be used as whitewater (and the reason I'm not using the standard ocean displacement is due to the hda I'm using)

Thank you!

 

whitewater.zip

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You're almost there. Use a trail sop to calculate the velocity of your surface mesh, then use an attribute transfer to transfer the velocity to your scattered particles. Use that as the source for the whitewater. If you want the particles to float, you will need to make a surface VDB from the water mesh and plug that into the whitewater solver as well.

 

 

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