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- This height information is used to displace the mesh's vertices.
- The "Displacement" option is can be RAM-intensive and creates large meshes – several million polygon per frames are normal.
- → "Interactive Meshing is supported.
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This option uses the Hybrido domain's “Quality” parameter from the → “Ocean Statistical Spectrum” panel to control the resolution at the mesh's edges. An example: With a “Quality” value of 512, the mesh's edges are subdivided until there are 512 triangles at each side. For this process, the domain's projection plane is used. When set to “No” the “@ edge “Edge length” parameter is unlocked where you can define the edge length manually.
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Edge length
The value given here will be used by the mesh engine to define the length of the mesh's border triangles. The final number of edge triangles is then calculated from this length. The value is measured in metres.
Use displacement
If you want to bake the → displacement information to the mesh enable this option.
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If you want to consider the vertices' heights to fade the → displacement please activate displacement activate this option.
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Height attenuation factor
A fluid's height values can cover a very broad range and therefore, the values are normalized – they are set in relation to a constant value: the normalization factor you enter here. With 1.0, for example, all height values will range between 0 and 1.
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Height min
- Vertices with height values smaller than “@ height “Height min” will not be attenuated.
- If a vertex' height value is greater than “@ height “Height max” then it receives full attenuation.
- Between these extremes, attenuation is applied gradually.
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Height max
- Vertices with height values greater than “@ height “Height max” will receive full attenuation.
- If a vertex's height is smaller than “@ height “Height min” then it will not be affected.
- Between these extremes, attenuation is applied gradually.
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When enabled the vertices' speed is used to fade the displacement.
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Speed attenuation factor
In most simulations, velocity values cover a very broad range of values, e.g. from 0 m/s to 23.7 m/s. These ranges are difficult to handle and therefore they are normalized. After this process, all velocities will be between 0 and 1. With this factor you can “amplify” the normalized values, because they will be multiplied with the given "@ speed Speed min | max" values.
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Speed min
- Vertices with speed magnitudes smaller than “@ speed “Speed min” will not be affected.
- If the speed magnitude is greater than “@ speed “Speed max” then it receives full attenuation.
- Between these extremes, attenuation is applied gradually.
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Speed max
- Vertices with speed values greater than “@ speed “Speed max” will receive full attenuation.
- If a vertex's speed magnitude is smaller than “@ speed "Speed min” then it will not be affected.
- Between these extremes, attenuation is applied gradually.
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“Splash attenuation” means that in those areas of the core fluid that behave more like splashes the → displacement fadesdisplacement fades, and finally vanishes. These areas normally do not need any displacement at all.
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Splash attenuation factor
With this parameter it is possible to make the → displacement patterns displacement patterns vanish faster (> 1) or slower (< 1).
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Vorticity can be used to fade, and finally remove the → displacement. Please bear in mind that the grid domain's “Vorticity” channel has to be activated before the simulation starts, because otherwise this option does not have any effect at all:
HY_Domain node > Node Params > Particle Channels > Vorticity
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Vorticity normalization factor
A fluid's vorticity values can cover a very broad range. These ranges are difficult to handle and therefore , the values have to be normalized. Normalization means that all values are set in relation to a constant value: the normalization factor you enter here. they are normalized. As a result, all vorticity values will range between 0
and and 1 * factor
.
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Vorticity attenuation factor
With this parameter it is possible to make the → displacement patterns displacement patterns vanish faster (> 1) or slower (< 1).