Thinned out the smoke, added more vorticity, changed the lighting
In this version I increased the density on the RS Volume shader and changed the custom smoke solver. I reduced the dissipation (maybe too much), and added more velocity to the pieces to improve the interaction with the smoke.
Low res version of the Houdini guided ocean layer system with seamless flip fluid integration. Also tested secondaries such as foam, spray, and mist. I used foam bounding area to isolate the foam, but it caused the foam to be cut off.
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