Tsunami Sim

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thebigmontagestudios
Posts: 83
Joined: Thu Mar 07, 2013 4:57 pm

Tsunami Sim

Post by thebigmontagestudios » Fri Nov 14, 2014 4:35 pm

So I feel like I should know this by now, but working on a project that needs to be awesome. Trying to create a large scale ocean with an awesome large tsunami-style wave crashing down. Similar to the ocean planet scene in Interstellar. It's mainly for just the ocean scene, there won't be too many objects involved so i'm thinking a basic Hybrido setup. How can I get that massive wave though and control it while still having the smaller normal waves of the ocean going on? Best way? Please help

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gus
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Re: Tsunami Sim

Post by gus » Mon Nov 17, 2014 12:04 pm

thebigmontagestudios wrote:How can I get that massive wave though and control it while still having the smaller normal waves of the ocean going on? Best way? Please help
Hi Mark,

Without know exactly what you are after in terms of look, I'd say that this might be a perfect fit for the Ocean Force Field daemon. You will sort of control the big wave-s with that, and then use the displacement to capture the small detail. Depending on the setup, you might be even be able to play with the Hybrido meshing extensions if the wave deformations can be kept within a reasonable sized domain.

Best,

g-)
...........Gus Sánchez-Pérez..........
RealFlow Product Manager
Next Limit Technologies

thebigmontagestudios
Posts: 83
Joined: Thu Mar 07, 2013 4:57 pm

Re: Tsunami Sim

Post by thebigmontagestudios » Mon Nov 17, 2014 6:13 pm

OOHHHHH. Does that mean you haven't seen Interstellar yet? Isn't that a prerequisite in the VFX world? lol. Actually, i was overall really disappointed in it but it did have some good VFX and the ocean planet scene is awesome.

I've struggled with the ocean force daemon to get real control over the waves. In my scene, i kind of need multiple regular waves and then a huge monstrous wave coming behind. I'll continue to fiddle but in my trials I had a thought that it might be a great feature to implement, and perhaps it can already be done using graphing or something, but the use of building a Realwave surface and using that as a daemon to control a Hybrido sim. What I'm going for is more easily done for me using the control points wave force in Realwave but I want the realism of the Hybrido.

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