This daemon translates the information of an ocean statistical spectrum or displacement maps into forces. With adequate templates it is possible to create breaking waves, bow and stern waves, geyser-like eruptions, and many other effects. The main purpose is to apply waves to a Hybrido fluid surface, but “Ocean Force” also affects any other particle-based fluid type, and rigid/soft bodies.
There are two options:
Here, the daemon's force is adjusted. All positive and negative values are accepted.
With “Yes” you can specify how the forces should fade along a certain axis: “Linear”, “Square”, and “Cubic” – the latter option is the fastest method.
The daemon's force fall-off can be adjusted for the spectrum's/map's height information separately. With “Yes” you specify how the forces should fade: “Linear”, “Square”, and “Cubic” – the latter option is the fastest method.
There are tow options:
This parameter field is only accessible when “Force type” is set to “Image”. Right-click on the small chess board, and choose “Load image”. Then, a new dialogue appears. Please take a look at the → “Parameter Maps” chapter for more information.
Values greater than 1.0 will accelerate the waves, while values smaller than 1.0 can be used to decelerate them. The advantage is that the waves' speed can be adjusted without changing any other parameter. "Time factor" is a dimensionless value and accepts floats – it works as a multiplier.
You can choose from seven different levels of quality. Higher quality settings require longer simulation times, but also create more details. This parameter is dimensionless and only accepts the predefined values from the select list.
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.
This value acts like a scaling factor and is given in metres. With a value of 500, the distribution and scale of the waves will look as if the wave surface covers a squared area of 500 m x 500 m. 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] : Resolution
An example: Let’s assume you have created a surface with “Dimension” of 400 m and a “Resolution” of 1024. The smallest structures will have a size of 0.39 m according to the formula above:
400 m (Dimension) : 1024 (Resolution) = 0.39 m
“Wind speed” can strongly influence and affect the look of the surface. The parameter accepts any positive or negative value, including 0, and is measured in metres per second.
This is the wind direction in degrees. If you use an → axis setup, where Y does not serve as a height axis, the orientation of the wind direction will change. With the default YXZ orientation, RealFlow uses this notation:
This parameter is used to decrease the number of waves. With
The amount of surface details can be controlled here:
If “Weight Against Wind” is 0.0 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.
A seed value is used to generate different initial looks of the waves. This value is dimensionless and accepts integers.
Displacement maps are seamless, though very high values are very likely to create regular patterns on the surface. Use these values to define the number of repetitions both in the vertical directions. This value is dimensionless and accepts integers.
These are your options:
To adjust the quality of the viewport's height field choose a resolution between 64 and 512.
If you want to decrease the height field's height in the viewport use a value smaller than 1.0. With settings greater than 1.0 the spikes become higher.