This week I finished a spaceship water sim to test mid scene simulations. What I want to make is a spaceship coming out of ocean and interacting with the ocean water. The water sim must have enough details to represent the scale of the whole scene. What’s more, whitewater is covered in this sim to add more details on it.
To add more details on the sim. I create a custom noise field on the surface of the sim. When the spaceship coming out of the water, the noise field will affect the surface particles. Since the velocity data can be inherited by whitewater, it can also affected by the noise.
The fluid sim took me a lot of time to finish. The most difficult part is to mesh the fluid data and post-process it. I need to keep most of the details on the mesh and clean the edge and bottom of the mesh so that it can be successfully merged with the ocean source. It takes me days to simulate and fix the mesh.
Theecond part of the sim is to add whitewater(foam and bubble). I adjust the whitewater source and the sim several times to find a proper whitewater shape. After that I add just several parameters to add details on it.
A test render:
Ocean render test:
I output the render sequences and composite the background in nuke. Here is the result: