This page provides information on the Wave Force component.
The Wave Force produces real simulated waves inside the Simulator. This is an alternative to the render-time displacement you can achieve when plugging an Phoenix FD Ocean Texture under the Displacement section of the Rendering rollout of a Simulator, which can't interact with submerged objects. The Wave Force is also driven by a Phoenix FD Ocean Texture and allows you to control how strictly the fluid will follow the pure ocean texture or how much freedom the fluid will have to splash and swirl around.
Ocean map | ocean – Specifies the Ocean Texture map used as force generator. Third party maps cannot be used because the force is not obtained directly by applying the displacement field; an internal functionality is used instead.
Strength | strength – Specifies a multiplier of the nominal force. The nominal force produces wave height similar to the displaced waves. In most cases, the crests of these waves are not broken. If stormy waves with crests producing splash and mist are required, set this value around 4-6.
Affect | affect – Specifies the affected components of the simulation separated by commas. The supported elements are:
Liquid, Foam, Splashes, Mist, Air, Temperature, Smoke, Fuel, Velocity (using the Velocity you can affect Drag particles).
Affect Names are not case sensitive and any unknown element found in the list is ignored. When the Massive Wave Force is off only the Liquid particles will be affected by the Wave Force. |
Massive Wave Force | massivewave – Allows for more control over the waves produced by the Wave Force.
When Massive Wave Force is on:
|
Fluid Freedom | fluidfree – Balances between the strictness of the Wave Force and the free movement of the liquid. When set to 0 the Wave Force will try to strictly follow the used ocean texture as close as possible. Setting it to 1 will allow the liquid to roughly follow the ocean texture while maintaining free liquid behavior. The Scene Scale will have a big impact on the Fluid Freedom. When the Fluid Freedom is above 0, larger scene scale will allow the fluid to better follow the ideal wave, while when having a smaller scene scale the Gravity won't let the waves raise as much.
|