Oskar Posted July 21, 2019 Share Posted July 21, 2019 Hi! I have what is probably a dumb/obvious question. I have a character diving into a pool. He is modeled to scale (roughly two units high), but to get the details of a human diving I'm having to make the collision separation and particle separation very small. The problem is that this is a huge body of water, and the camera is underwater, so the tank can't be isolated to the area of activity or the "walls" of the liquid show. I don't need detailed animation/simulation outside of the area around the diver, just some turbulence to make things interesting. Is there a way I could focus particle density around the area where I need the detail? Can I nest one sim inside another? (The places I've seen one sim driving another have seemed to focus on up-res-ing, and it doesn't seem to fit what I'm doing here.) Or do I just deal with the fact that a large body of water, even if there is not much happening, requires a ton of sim-time? Thank you for your help! Quote Link to comment Share on other sites More sharing options...
Midasssilver Posted August 15, 2019 Share Posted August 15, 2019 If I were you'd id look into the ocean toolkit for blending an ocean spectrum with an extended ocean surface - that way you can put most of the detail in the center of the sim, and then have the rest of the pool be the extended ocean surface, which isn't simmed. Quote Link to comment Share on other sites More sharing options...
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