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Hi  sorry to bring up this old thread! I read through the whole post and still is quite unsure of how to do it. Can someone help me post an example hip!!! Thanks and sorry for the noob question

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Sorry for the late response guys!!! I've been away from the forum for some time.. :( I will look for the project file and re-upload it if i find it!!  :D

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Sorry guys.. i wasen't able to find the project file! However.. the workflow is very simple, instead of the grid node attached to the ocean spectrum, you simply create a file node, load in your flipmesh bgeo's and link the file node as the grid node was linked! Let me know if you have any problems.. :)

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ok guys i get all the information you shared but my basic question is how you guys extract exact top surface of mesh so that it will combine with ocean displacement?

like for eg. if i'm creating water breaching effect with mountain like structure and after simulating i what i want is thin surface of water to convert it into ocean and also along with that mesh splashes.

something like igor zanic's video

 

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On 02/12/2016 at 6:53 AM, devilstorm said:

ok guys i get all the information you shared but my basic question is how you guys extract exact top surface of mesh so that it will combine with ocean displacement?

like for eg. if i'm creating water breaching effect with mountain like structure and after simulating i what i want is thin surface of water to convert it into ocean and also along with that mesh splashes.

something like igor zanic's video

 

To extract the top Part you can just object merge the ocean displacement and use an ExtruvolumeSOP on it. Move it down a little bit and VDBFromPolygonsSOP it. Use that as a mask on your VDB from the flip. That should give you the top part, thats how I go about it

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