Guided ocean sim - similar to Maya Bifrost
Posted: Fri Nov 24, 2017 5:58 pm
New to Realflow 10, and have been looking for info with no luck yet.
Is there similar functionality in Realflow to the Guided Simulation setup using Bifrost in Maya?
Specifically:
- create an ocean wave mesh using Realwave, BOSS or Houdini Ocean and cache as alembic (no particle sim yet)
- use that alembic mesh as a "Guide" for bifrost particles
- create an "Emission Region" to localize the particle emission(polygon object, animated or not)
- use animated geo(boat) as a collider, previously animated to follow/react to the cached ocean waves
- simulate particle waves, then foam with this setup.
No containers needed, no invisible walls creating incorrect splash-back. This method allows for art and animation direction specific to the ocean waves and boat prior to sim.
I have seen the Hybridio setups where one sims the boat through the flat fluid volume, then adds displacement afterward. 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...
If in fact a "guided sim" workflow exists in Realflow 10 I would appreciate a point in the right direction.
Thanks.
-Scott
Is there similar functionality in Realflow to the Guided Simulation setup using Bifrost in Maya?
Specifically:
- create an ocean wave mesh using Realwave, BOSS or Houdini Ocean and cache as alembic (no particle sim yet)
- use that alembic mesh as a "Guide" for bifrost particles
- create an "Emission Region" to localize the particle emission(polygon object, animated or not)
- use animated geo(boat) as a collider, previously animated to follow/react to the cached ocean waves
- simulate particle waves, then foam with this setup.
No containers needed, no invisible walls creating incorrect splash-back. This method allows for art and animation direction specific to the ocean waves and boat prior to sim.
I have seen the Hybridio setups where one sims the boat through the flat fluid volume, then adds displacement afterward. 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...
If in fact a "guided sim" workflow exists in Realflow 10 I would appreciate a point in the right direction.
Thanks.
-Scott