ocean dynaobj
This node adds scene objects and particle groups to the Ocean Dynamics simulation. Objects can be used as Static or Kinematic, as the NodeWorks simulation does not directly modify their transforms. To simulate Dynamic behavior (e.g., floating or interacting with waves), the object must be imported as a particle shape. If you want a scene object to follow the simulated motion, use the Object Properties node input TM pin to copy the particle`s transform to a helper object in the scene and then link the target object to that helper.
[Inputs]
#Input(Objects) ??? Add scene objects to the simulation. Scene objects can be Static of Kinematic but they cannot be Dynamic.
#Input(Particle Group) ??? Add particle group to the simulation. Particles can be Static, Kinematic or Dynamic.
Objects
Objects by RegEx - You can use regex (regular expressions) to select objects in the scene. This is a very powerful tool to automatize the process.
Objects - List of objects that you want to use. Double click on object name to remove it from the list or use Remove button. You can select multiple objects.
Parameters
Object Type ??? Select the object type for the simulation.
- Dynamic - Motion is influenced by the Ocean waves. Dynamic object will generate wakes and ripples.
- Kinematic - Motion is controlled directly by user while external forces will have no influence on it. Kinematic object will generate wakes and ripples.
- Static - Static can be used for immovable objects and it won`t generate any wakes or ripples.
Max Depth ??? Parts of object`s geometry that is positioned below this depth will no longer influence the simulation.
Friction ??? Controls how quickly an object`s linear and angular motion slows down. Higher values increase drag, helping to stabilize object movement and reduce excessive wobbling or spinning - especially useful for lightweight or buoyant objects.
Inertia ??? Scales the object`s resistance to rotation, simulating mass without affecting buoyancy. Higher inertia makes the object harder to rotate, causing it to resist aligning with wave motion???ideal for simulating heavier, more stable vessels.
Wake Strength ??? Determines how strongly an object generates wakes upon interacting with the ocean surface. Higher values produce more pronounced surface disturbances and trailing wave patterns.
Wake Offset ??? Offsets the wake`s origin point relative to the object`s local coordinate system. Useful for adjusting where the wake appears - especially if you want to move the wake forward of backwards from the ship`s hull.
Center of Gravity ??? Defines how the object`s center of gravity is determined, which affects how it floats, tilts, and reacts to wave forces.
Offset ??? Moves the center of gravity within the object`s local space. For example, lowering the center of gravity below a ship`s hull improves stability and prevents excessive rolling???ideal for simulating realistic boat dynamics.
Display
Display CG ??? Display object`s center of gravity inside the viewport.
Display Voxels ??? Enables visualization of the voxelized object representation used for fluid interaction. Submerged voxels are highlighted in blue, making it easy to identify which parts of the object are influencing buoyancy and generate wakes.