kleer001 Posted January 4, 2019 Share Posted January 4, 2019 I thought the key would be in the Ocean Evaluate > sample_attributes > snippet1 with my additional vex: oceanSampleLayers(1, time, P, falloff, displace, v, J); //move displacement relative to up vector up = set(0.01,.99,0.01); //trying to clean up the Y=1 and Y=-1 awful smearing on the sphere float dispdist = length(displace); vector dispdir = normalize(displace); matrix3 o = maketransform(v@N,(up)); vector newdisp = o * dispdir; P += newdisp * dispdist; BUT, it's not 100% effective. It's a bit better than the smeary default. But I swear it's gotta be a swap from a default (0,1,0) vector to the Normal vector... somehwere in there... :/ Please see attached hip file for particulars. sphereocean_01.hip Quote Link to comment Share on other sites More sharing options...
Atom Posted January 5, 2019 Share Posted January 5, 2019 (edited) What about this line instead? matrix3 o = maketransform(@P,v@N); With the wind speed dropped I get something like this. Edited January 5, 2019 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted January 5, 2019 Share Posted January 5, 2019 It does not seem to work for the pig, however. Quote Link to comment Share on other sites More sharing options...
Popular Post anim Posted January 6, 2019 Popular Post Share Posted January 6, 2019 it's pretty straightforward out of the box just use v@N, v@up or p@orient on your instancing points in such a way that resulting reference frame has Y pointing in up-down direction of your ocean (so in normal direction of the ball) and X in the direction you want wind to blow in in your file, since v@N is pointing outwards and v@N defines Z axis, your ocean deforms in a tangential direction and therefore you are seeing weird deformation here is the modified file ts_ocean_on_ball.hip 11 3 Quote Link to comment Share on other sites More sharing options...
kleer001 Posted January 7, 2019 Author Share Posted January 7, 2019 On 1/5/2019 at 9:22 PM, anim said: it's pretty straightforward out of the box just use v@N, v@up or p@orient on your instancing points in such a way that resulting reference frame has Y pointing in up-down direction of your ocean (so in normal direction of the ball) and X in the direction you want wind to blow in in your file, since v@N is pointing outwards and v@N defines Z axis, your ocean deforms in a tangential direction and therefore you are seeing weird deformation Thanks mate, that totally hits the spot! The good ol' double cross product, I know it well. I can see now in the manual how this is built in. Quote Link to comment Share on other sites More sharing options...
Gabriel_Wolf Posted July 1, 2019 Share Posted July 1, 2019 (edited) Can I ask how do you turn this into a flip? For example I would like to drop something into the ocean and get an interaction between the ocean and the object. Thank you. Edited July 1, 2019 by Gabriel_Wolf Quote Link to comment Share on other sites More sharing options...
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