This includes the size of your tank, the depth of the water etc.ĪutoDopNetwork controls the simulation of your tank. This is where you can shape the initial frame of your tank with Ocean Spectrum and control the outputs with Ocean Source. The first set of nodes control the ocean itself.įluidtank_initial controls the first frame of your simulation. The Ocean Spectrum node allows you to shape the initial frame of your simulated ocean, and Ocean Source controls the outputs.ĭisable all whitewater nodes at the OBJ level while you work on your ocean, then disable the ocean nodes while you work on your whitewater. The Guided Ocean Layer can be a static simulation or can follow a moving object through the ocean. The thickness will also determine how well the simulation can capture motion below the surface such as wakes and vortices. The thickness of the thin layer will determine how closely the simulation matches the underlying ocean surface. The FLIP Simulation uses a guiding volume approach to maintain ocean velocities through the simulation. A boundary layer of particles suppresses reflections at the edge of the tank, contributes ocean velocities back to the simulation, and maintains the water volume level to match the ocean. The ocean surface at a specified depth acts as a collision layer underneath the particles, allowing the particles to closely match the ocean waves. The particles are initialized with ocean velocities. This tool creates a guided FLIP simulation of a thin particle layer on top of an ocean surface.
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