GrayHare Posted October 21, 2014 Share Posted October 21, 2014 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 Quote Link to comment Share on other sites More sharing options...
pbarua Posted October 21, 2014 Share Posted October 21, 2014 (edited) 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 October 21, 2014 by Pradeep Barua Quote Link to comment Share on other sites More sharing options...
GrayHare Posted October 21, 2014 Author Share Posted October 21, 2014 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. Quote Link to comment Share on other sites More sharing options...
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