On this page |
Tank simulation ¶
Creates a layer of FLIP particles on the ocean surface. The layer of FLIP particles is sitting on a collision object that is more or less the shape of the ocean. Simulation only occurs in the top layer of the ocean surface.
Fills the whole tank with FLIP Particles. Simulation occurs throughout the whole tank.
Fills the whole tank with FLIP Particles, minus the terrain object. Simulation occurs throughout the whole tank.
Fills the whole tank with FLIP Particles. Simulation occurs throughout the whole tank.
Fills the whole tank with FLIP Particles. Simulation occurs throughout the whole tank.
Waves ¶
Pulls in velocities from the ocean spectrum node to create a constant wave simulation.
Only has the initial wave setup. After the initial frame, the simulation will begin to deviate from underlying ocean spectrum. However, the velocity applied at the simulation boundaries will maintain energy on the surface.
Pulls in velocities from the ocean spectrum node to create directional waves across the length of the tank.
Does not start with any waves, but will react to objects that disturb it.
Does not start with any waves, but will react to objects that disturb it. The waves are added at render time.
Tracking ¶
Can follow moving objects.
Can follow moving objects.
Can not follow moving objects.
Can follow moving objects.
Can follow moving objects.
When it is useful ¶
Useful for shallow objects moving through the water, like a boat.
Useful for short ocean simulations where you don’t need to control the shape or movement of the ocean.
Useful for simulating waves breaking on a beach or other shallow water terrain.
Useful for any calm water simulations that don’t require waves, or for simulations that are going to displace a lot of water, such as a whale moving around and jumping out of the water.
Useful for simulations where the interacting objects are much bigger and/or faster than the wave motion, so the ocean displacement can be added as a post-process at render time.