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When you work with RealWave and objects you will recognize that both node types intersect each other: the floating object does not cut a hole into the wave surface. This is not a malfunction, but RealWave’s normal behaviour. The reason is that the propagation of the waves, introduced through the object's motion and the wave modifier(s), cannot be calculated correctly if the surface is not completely closed. It is also a very difficult task to update the mesh dynamically by adding and closing the holes which are created by the intersecting objects. For a single object this task could be solved, but imagine dozens of floating, sinking and emerging objects. Such a scenario produces a totally torn RealWave surface without the possibility of correcting the motion of both the waves and the interacting objects.

 

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Body type

You can choose between “Closed” (default) and open. Closed types are actually all 3D objects, such as boats, spheres or characters. Open types are thin 2-dimensional items, for example tree leaves or sheets of paper.

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Each object can create waves when interacting with a RealWave surface. Mostly the amount of details and waves is controlled via “Strength V/H” and “Max height”. In some cases the amount of waves might still not be enough, even though the appropriate settings are already rather high.

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To achieve more waves, “Perturbation res” must be lowered, to reduce the distance between the perturbation points.
@ Perturbation no

This value cannot be edited and is calculated automatically by RealFlow, depending on the “Perturbation res” settings. Higher values may slow down the simulation.

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This setting creates a circle shaped area with a gradient around the object. The gradient acts similar to a shore, where the water becomes more and more shallow with decreasing distance. Waves can refract within these zones and generate realistic surface structures. “Coast distance” can only be seen with activated flat shaded mode. This value is given in metres [m].

Texture strength

Objects can also contribute to foam-maps. To activate this feature, the RealWave mesh’s “Calculate texture” option must be set to “Yes” and “Texture strength” to a value greater than 0.0.

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