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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

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Posted (edited)

What about this line instead?

matrix3 o = maketransform(@P,v@N);

With the wind speed dropped I get something like this.

Untitled-1.jpg.1f96b95880c90975cce1519b3f0f9df3.jpg

Edited by Atom

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It does not seem to work for the pig, however.

Untitled-1.jpg.e48405202f14dea60581d8ad328682ce.jpg

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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.gif.af510cc62728aca3a4c66cae25ef0c67.gif

ts_ocean_on_ball.hip

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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.

 

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Posted (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 by Gabriel_Wolf

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