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This page provides information on the WaveForce Wave Force (PhoenixFDWaveForce) component.

Overview

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The Wave Force produces real simulated waves inside the Simulator, and is primarily used for ocean simulations.

It is an alternative to the Phoenix Ocean Texture, which cannot interact with submerged objects, but produces render-time displacement when plugged into a Simulator’s displacement texture map slot in the Rendering Displacement sub-rollout.

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The Wave Force is also driven by the Ocean Texture, but since it produces real simulated waves, it can be used to interact with geometry.

There is also the Fluid Freedom parameter, which lets you control how strictly the fluid will follow the pure Ocean Texture, or how much freedom the fluid will have to splash and swirl around.

In addition, there is the Massive Wave Force toggle, which allows for even more control over the waves produced by the Wave Force, and is especially helpful for creating large waves.

 


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titleUI Path: ||Phoenix FD menu|| > Create > Wave Force

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Parameters

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Ocean Texture | oceantex – Specifies the Ocean Texture map used to generate the waves. The settings of the Ocean Texture influence the look and behavior of the waves as well.

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When Massive Wave Force is on:

  • Changing the grid resolution will produce consistent results. This way you can setup the scene using low grid resolution and then increase it if needed and still get the same result with more details. 
  • The Wave Force can affect not only liquid, but foam and splash particles and even smoke
  • The force works over the entire volume of the simulator in order to be able to produce tall waves. When Massive Wave Force is Off, the Wave Force will only influence liquid simulations where the Initial Fill Up option is enabled in the Dynamics rollout and will work only under the fill up level.
  • The Ocean Texture Level Of Detail will NOT be capped to 6 anymore. Increasing the level of detail will produce more waves and more noise, so if you want single, larger waves you will need to decrease the Level of Detail.

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