This page provides information on the Wave Force component.


The Wave Force produces waves inside a liquid simulator, similar in size and speed to the waves obtained by displacing geometry with the Phoenix FD Ocean Texture. The Wave Force is used to create seamless interactive ocean simulations due to similarities between the simulated waves and the waves of the ocean extension.



Ocean map | ocean – Specifies the Ocean Texture map used as force generator. Third party maps cannot be used because the force is not obtained directly by applying the displacement field; an internal functionality is used instead.

Strength | strength – Specifies a multiplier of the nominal force. The nominal force produces wave height similar to the displaced waves. In most cases, the crests of these waves are not broken. If stormy waves with crests producing splash and mist are required, set this value around 4-6.

Affect | affect – Specifies the affected components of the simulation separated by commas. The supported elements are:

Liquid, Foam, Splashes, MistAir, Temperature, Smoke, Fuel, Velocity (using the Velocity you can affect Drag particles).

Affect Names are not case sensitive and any unknown element found in the list is ignored.

When the Massive Wave Force is off only the Liquid particles will be affected by the Wave Force.

Massive Wave Force | massivewave – Allows for more control over the waves produced by the Wave Force. 

When Massive Wave Force is on:

  • Changing the grid resolution will produce consistent results. This way you can setup the scene using low grid resolution and then increase it if needed and still get the same result with more details. 
  • The Wave Force can affect not only liquid, but foam and splash particles and even smoke. 
  • The force works over the entire volume of the simulator in order to be able to produce tall waves. When Massive Wave Force is Off, the Wave Force will only influence liquid simulations where the Initial Fill Up option is enabled in the Dynamics rollout and will work only under the fillup level.
  • The Ocean Texture Level Of Detail will NOT be capped to 6 anymore. Increasing the level of detail will produce more waves and more noise, so if you want single, larger waves you will need to decrease the Level of Detail.

Fluid Freedom
| fluidfree – Balances between the strictness of the Wave Force and the free movement of the liquid. When set to 0 the Wave Force will try to strictly follow the used ocean texture as close as possible. Setting it to 1 will allow the liquid to roughly follow the ocean texture while maintaining free liquid behavior. The Scene Scale will have a big impact on the Fluid Freedom. When the Fluid Freedom is above 0, larger scene scale will allow the fluid to better follow the ideal wave, while when having a smaller scene scale the Gravity won't let the waves raise as much.


The following video shows the workflow for setting up a simulation of a tunnel wave using the Wave Force.

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