RealWave is a powerful wave simulation toolset for small to mid-range ocean surfaces with versatile features. Objects, for example, are able to provoke waves from interactions; they can contribute to foam-maps or generate splash particles. Even particles from standard emitters are able to create waves and ripples. Another principle behind RealWave is the use of predefined modifiers to achieve various types of different conditions from calm or breezy to stormy. All these modifiers, objects, and particle-based waves can be combined without any limitations. Finally, scripting opens another dimension by giving you the ability to use your own formulas or load displacement maps for custom waves. The only wave form that cannot be simulated with RealWave native tools are breaking waves. This type can often be seen near coasts or on a very rough and turbulent sea, where the waves get high enough to become unstable, and finally break. With RealWave’s ability to connect wave surfaces and objects it is even possible to create impact and Tsunami-like waves. For the creation of breaking waves, RealFlow provides the grid-based fluids or Python/C++ approaches.
RealWave meshes: "Statistical Spectrum" (left) and combination of "Gerstner" and "Fractal".
The idea behind RealWave is the displacement of a mesh’s vertices to achieve certain wave forms and structures. With RealWave it is possible to simulate complete ocean surfaces including all primary and secondary effects, such as foam or spray. The combination of different modifiers allows you to simulate an almost infinite variety of waves and the interaction of waves and rigid body objects or pre-animated items is another strong feature. All these possibilities and a wide range of further options make RealWave fairly unique, because there are no limitations regarding interaction of RealFlow’s dynamics and fluid solvers. The only restriction in terms of interaction is that there can only be one RealWave mesh in a scene. For use with 3D programs, it is necessary to store the meshes into SD files and, unlike to previous RealFlow versions, these files are no longer limited to 2 GB!
Aside from all these benefits, RealWave is fully customizable and the results can even be meshed to establish seamless connections between the ocean surface and the particles, e.g. for impressive splashes. And all this is performed at high simulation speed, because RealWave uses all of your CPUs and cores. Another strong feature is RealWave’s ease of use. Links between the various solvers are simply established with drag and drop. Due to this tight integration, RealWave also supports global and exclusive links, and each object and emitter has its own RealWave parameter set for adjusting the interactions to your own special needs.
RealWave is based on a so-called hexamesh structure. This name is based on the arrangement of triangulated patches resulting in a hexagonal pattern (see below). The size of these patches can be adjusted to create a denser mesh with higher resolution to show more details and finer structures.
Page:RealWave - RealWave (RealFlow 2012 Documentation)
Page:RealWave - Initial State (RealFlow 2012 Documentation)
Page:RealWave (RealFlow 2012 Documentation)
Page:RWC Sequence (RealFlow 2012 Documentation)
Page:Gerstner (RealFlow 2012 Documentation)