

Maybe that's the easiest solution.Īnother method uses RF's graphs system, but the entire process requires several steps: you have to load the ocean surface and calculate the vertices' velocities first. displacements maps from BOSS, RealWave, or any source. The daemon also accepts image maps to drive the waves, e.g. This daemon also uses an ocean statistical spectrum (OSS) and you can synchronize the daemon's OSS with your RealWave surface. One idea is to use the "Ocean Force" daemon. Anyway, there are methods to use RealWave, imported alembics, or displacement maps as a basis for Hybrido, but not straight out of the box. I've only heard of Bifrost's guided simulations, but I don't know how they actually work. If in fact a "guided sim" workflow exists in Realflow 10 I would appreciate a point in the right direction. While this setup looks good in the end, it doesn't allow for proper animation direction of big waves and boat interaction along them, only sort of faking it after the sim. I have seen the Hybridio setups where one sims the boat through the flat fluid volume, then adds displacement afterward. This method allows for art and animation direction specific to the ocean waves and boat prior to sim.

No containers needed, no invisible walls creating incorrect splash-back. simulate particle waves, then foam with this setup. use animated geo(boat) as a collider, previously animated to follow/react to the cached ocean waves create an "Emission Region" to localize the particle emission(polygon object, animated or not) use that alembic mesh as a "Guide" for bifrost particles create an ocean wave mesh using Realwave, BOSS or Houdini Ocean and cache as alembic (no particle sim yet) Is there similar functionality in Realflow to the Guided Simulation setup using Bifrost in Maya? New to Realflow 10, and have been looking for info with no luck yet.
