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This parameter set is used to apply a wave structure to a meshed Hybrido fluid, similar to the “Ocean Statistical Spectrum” modifier for RealWave. Before you start with the calculation of the displacement field, please visit the “Export Central” dialogue and check whether the appropriate resource is activated or not. All displacement data is stored as a sequence of TIFF files.

 

Info

If you want to learn how to preview and apply Hybrido's ocean statistical spectrum, please watch our "HyFLIP - Ocean Statistical Spectrum" video tutorial.

 

Please bear in mind that Hybrido’s displacement is not visible during the simulation by default – even if it is activated. But, there are three main methods to make it visible. The first one is based on RealFlow’s “Graphs” and very convenient, because we have already prepared an appropriate “Simulation Graph”. It can be found in RealFlow’s “scene” folder. You just have to add this graph to the “Simulation Flow” window. Please visit the “Simulation Flow” chapter to learn how to use graphs with a simulation. Please visit the “Simulation Flow (SF)” chapter to learn how to use graphs with a simulation.

Another way is to map the displacement onto an already existing Hybrido mesh. To make it visible, an appropriate shader is required:

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Finally, it is also possible to use a RealWave surface in combination with an "Ocean Statistical Spectrum" modifier. The "Node Params" sections from RealWave and Hybrido share the same parameters and you can transfer the values between both panels. When you change any of the parameters, the complete displacement sequence has to be re-simulated, while the core fluid itself can be read from the already cached files. During the re-simulation process, the grid fluid domain's “Simulation” parameter under “Node” has to be set to “Cache”. Then it is possible to reset the scene, load the existing core fluid data and change only the displacement. To check the quality and look of the displacement you can use the previously mentioned graph again


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Calculate displacement

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There are three methods to calculate the fluid's displacement:

Never

If you do not want to add displacement, please use the default option.

Always

When the displacement is created in a separate pass, for example after the simulation of the core fluid, you should select this mode.

Use cache

Once the displacement has been extracted and you want to proceed with the splash, mist or foam passes, you can reuse the already generated data with “Use cache”.

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With this parameter set to “Yes”, RealFlow automatically reads the directions of existing wind daemons and translates their values into the direction the waves are travelling. With “No” it is possible to specify a custom wind direction.

Wind alignment

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.

@ 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

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.

Min Wave Length

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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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.

Evaluation UVW mapping

In RealFlow's grid fluid simulation, displacement is used to create a wide variety of different secondary effects, for example for adding foam particles. To take the current displacement value into consideration this parameter will be read.

You have several options: “UV particle” evaluates the texture coordinates of the fluid particles to access the displacement data. With “Top projection”, the coordinates will be taken from a projection plane. “Top projection (Average velocity)” works exactly like the previous function, but here, the projection plane moves with the fluid based on its average velocity.