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Question on workflow of creating ocean flip sim.


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HI there,

 

recently I am studying in doing some kind of flip effects on ocean and had a lot of fun in it. However I am confuse about the workflow of creating ocean flip sim after I saw some professional breakdown. I tried two ways to approach my goal and I am not sure which one is better.

 

For instance,if I want to create a water explosion on a flat ocean:

 

the first way I did is: 

1.creating a flat tank.

2.do sim.

3.cached the particles, meshed out, calculate the foam/spray particle at the same time.

4.connect the mesh part to the ocean spectrum.

this might give me a better foam shape I want . the question I had on this method is  when I should attach my foam particle on the ocean? I think ocean spectrum doesn't works with particles. so how could I do if I want to get the right deformation on foam/spray particles?

 

I also tried to use the splash tank and did the same thing as the first one. It gave me the better result on foam/spray but less on mesh, all my deformation are effected a lot by the wave, velocity is hard to control at the same time.

 

Any suggestions on it? thanks!

Gu

 

 

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I think ocean spectrum doesn't works with particles. so how could I do if I want to get the right deformation on foam/spray particles?

 

You can use ray sop to project them back to modified ocean surface.

Edited by Pradeep Barua
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You use ray sop to project them back to modified ocean surface.

Hi pradeep,

Thanks for your reply. I thought of using ray on it, but I am not sure the ray would change particles behaviour on Y axis (such as press all particles on ocean surface). I would have a test for it :)

Thanks.

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