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This tutorial is created using Phoenix 4.41 Official Release and V-Ray 5, Update 2.2 Official Release for 3ds Max 2018. You can download official Phoenix and V-Ray from https://download.chaos.com. If you notice a major difference between the results shown here and the behavior of your setup, please reach us using the Support Form.

The instructions on this page guide you through the process of creating a simulation of a ship sailing through the ocean using Phoenix and 3ds Max.

The process of correctly setting up the scale of the objects used in the simulation is covered in detail. Many workflow suggestions and example videos of commonly used simulation parameters are included as well.

The main takeaway from this tutorial is an intuitive understanding of how the Foam and Splash parameters work together to produce foam from the collision of the vessel with the liquid surface.

We also take a look at an advanced setup allowing you to simulate multiple vessels in separate Phoenix Simulators and merge them into a single infinite ocean at render time.

 

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Enable Displacement and click the No Map button next to the Map parameter.

Select a PhoenixFDOceanTex and set its Control by Wind Speed parameter to 5. The Wind Speed parameter will affect the height of the waves. A higher wind speed creates bigger waves and vice versa.

The Wave Height is set to 1, with Sharpness of 1, Velocity Coherence of 0 and Wave Crest of 0. You can find more information on those options in the Phoenix Ocean Texture documentation.

From the Coordinates tab of the PhoenixFDOceanTex, you may change the Angle Z to a value of your choice. This parameter is used to rotate the direction of the waves generated by the Phoenix Ocean Texture. It is a purely artistic decision so feel free to tweak the Z Angle as you see fit.

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