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With this daemon it is possible to translate the information of an ocean statistical spectrum or a displacement map into forces. An ocean statistical spectrum, or just OSS, is a method of creating absolutely realistic waves structures. The main purpose is to apply waves of different sizes to a Hybrido fluid surface, but “Ocean Force” also affects standard SPH particles, Hybrido secondaries, and rigid/soft bodies.

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This parameter affects the dispersion of the waves and is only noticed if the length of the wave is close to the value of the depth. In these cases this parameter has a decelerating effect on the wave's dispersion. In most cases you will not see any effects or changes, because depth is normally rather high compared to the length of the waves. The parameter's unit is metres [m].

Dimension

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With this parameter it is possible to change the appearance of the fluid surface. This value can be seen like a scaling factor and is given in [m]. When you, for example, enter a value of 500, the distribution and scale of the waves will look as if the domain covers an area of 500 m x 500 m, although the physical dimensions of the domain did not change at all. Please note that you can enter only one value, because the shape of the displacement is always considered as squared. When you change “Dimension” you will most probably have to modify “@ preview height scale”. “Dimension” and “Resolution” are directly connected: 

Level of detail [m] = Dimension [m] : Quality

 

An example: Let’s assume you have created a surface with a “Quality” of 1024 and a “Resolution” of 400 m. The smallest structures you can observe on this ocean have a size of 0.39 m according to the formula above:

 

400 m (Dimension) : 1024 (Resolution) = 0.39 m

 

As As shown above, the parameter is given in metres [m] and accepts floats. 

Wind speed

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You can enter any positive or negative value, including 0. “Wind speed” can strongly influence and affect the look of the surface. The parameter's unit is metres per second [m/s].

 

Wind direction

This is the wind direction in degrees [deg]. Please note that in the case of using the linked daemons, the velocity vector is projected on the XZ plane and then converted to degrees. If you use another axis setup, where Y does not serve as a height axis, the orientation of the wind direction will change. By default (with YXZ orientation), RealFlow uses this notation:

  • 0°: wind comes from the positive X axis (1,0) - positive wind directions are counter clockwise.
  • 90°: wind comes from the positive Z axis (0,1)

 

Wind alignment

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With small values only waves which are totally perpendicular to the waves' direction are removed. When “Wind alignment” is increased, RealFlow will remove more and more waves; waves which are less perpendicular. If the value is very high, only those waves which are absolutely parallel to the wind direction will remain.

 

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Min Wave Length

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With “Min Wave Length” the amount of details on the surface can be controlled. Higher values flatten the surface and create fewer ripples. Please keep in mind that the parameter is connected to “Dimension”. When entering lower values, this parameter should be decreased, too, to guarantee that the RealWave object still shows enough structures. 

 

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Weight Against Wind

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This is a weighting parameter for waves which are moving to some extent in the opposite direction to the wind. If “Weight Against Wind” is 0.0 then all waves against the wind are eliminated. If it is set to 1.0 then its normal strength is used. Values between determine the amount of waves being eliminated. 

 

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Seed

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A seed value is used to generate different initial conditions. This helps you to create different looks of the waves with a single click. You might already know this feature from RealWave's “Fractal” modifier. There you can also influence the waves with a new seed. This value is dimensionless and accepts integers.

 

Repeat U/V

 Since the displacement is calculated from a texture map it is also possible to define the number of repetitions both in U and V direction of the mesh grid. U and V coordinates are related to the UV grid that is created with the mesh. Displacement maps are seamless, though very high values are very likely to create regular patterns on the surface. This value is dimensionless and accepts integers.

Preview Type

Here you can define how the force field should be displayed in the viewport. “None” disables the representation of the height field, but the domain's bounding box and icon are still visible. Their visibility is controlled under “Display”. “Surface” is the default option and shows the ocean statistical spectrum in a 3D viewport representation. “Magnitude texture”, on the other hand, visualizes the daemon's force field in the form of a coloured map: red indicates high forces, while blue colours stand for low forces.

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