
Here is a quick example to give an overview of the steps for creating an ocean surface using the Bifröst Ocean Simulation System.
Like other dynamics-related tools in Maya, BOSS assumes a scale of 1 cm = 1 m. By leaving the settings at their defaults and modeling objects to this scale instead, you ensure consistent results without the need to change gravity or make other adjustments.
Create Spectral Waves. For more information, see
Add and edit BOSS solvers.
There is no deformation yet, because the Start Frame is 2 by default.

The deformation changes because the distribution of random numbers is different. In addition, the maximum vertical displacement is a bit smaller because longer wavelengths do not fit on the smaller patch.
The following steps will add a collider to interact with the surface deformation.

For realistic results, you should use values that are close to real world velocities. In this case, an average speed of 8 m/s roughly corresponds to 16 knots, which is reasonable but not especially fast for a motorboat.
in the
Boss Ripple / Wave Solver window. For more information, see
Add and edit BOSS influences.

In particular, the main controls for the overall sea state (waves and swells) are Windspeed (m/s) and Wind Fetch Distance (km). You can also adjust Wave Height to exaggerate or dampen the vertical displacement.
to cache them as EXR files for faster playback. For more information, see
Cache BOSS solvers and influences.
You can also use the cached EXR files as a vector displacement map when rendering. See Apply BOSS caches as displacement maps.