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An interesting feature is the “Ocean Statistical Spectrum” option: it uses a statistical model of the open ocean to create the surface structures and this model strongly depends on the ocean’s dimensions. The method used is comparable to what you can find in the “Ocean Statistical Spectrum” wave modifier from RealWave. Therefore you will see some parallels with regards final output and parameters. If you want to get a feeling for these displacements, it is a good idea to perform some calculations with RealWave, because it is very fast and easy to control. The displacement information can be either added to the Hybrido mesh directly and/or stored separately as a sequence of displacement maps. These maps are then used to rebuild the ocean surface in your 3D program, for example with the RealFlow RenderKit's “RFRK_Displacement” tool. It is also possible to apply the displacement directly to a Hybrido mesh as a shader for preview purposes inside RealFlow. Another method to visualize the fluid surface is to use RealFlow's “Graphs” system. In RealFlow’s “scenes” folder you can find an example graph to preview the displacement. With the "Ocean Force" daemon it is even possible to transfer displacement data directly to a fluid's surface particle to create breaking waves:


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Open and Closed Domains

When you take a look at the “Liquid – Hybrido” shelf you will see two icons for creating domains. The first one is called “Open Domain” and when you click on this command, a Hybrido Domain node will be added. To finally create a fluid you also need an emitter object, e.g. a cube or sphere, and a force daemon like “Gravity” to make the fluid move. In a setup like that, the fluid can move freely and without borders or limits.