Share
 
 

BOSS Geo Properties attributes

BOSS Geo Properties allow you to use meshes as influences to create ripples and wakes on water surfaces that are controlled by BOSS solvers.

To apply an influence to a solver, see Add and edit BOSS influences.

Global Attributes

Resolution X, Resolution Y
The resolution for sampling the mesh, with respect to its world-aligned bounding box. It is also the resolution of EXR files for caching the influence.
Time
The time at which to evaluate to sample the mesh. Normally this is connected directly to the scene time.

Generator Attributes

Generator
Generates ripples around the influence.
Amplitude
A multiplier for the height of ripples generated.
Generator Expand
Amount to expand the region that generates ripples, in pixels based on the resolution of the solver.

Expanding the generator ensures that there is a thin band around the influence where ripples can be generated on the free water surface rather than inside the collider.

Generator Smooth
The radius used to smooth the generator's outline after expanding, in pixels based on the resolution of the solver.
Generator Offset X, Generator Offset Z
Offsets the region that generates ripples along the world axes, in pixels based on the resolution of the solver.

For example, to make a more prominent bow wave on a moving ship, you can offset the generator forward and the collider backward to control the size and position of the generator region at the bow.

Collider Attributes

Collider
Reflects waves that collide with the influence.
Collider Shrink
Amount to shrink the region that reflects waves, in pixels based on the resolution of the solver.

Shrinking the collider is an alternative to expanding the generator for ensuring that there is a thin band around the influence where ripples can be generated. Both methods can be used to control the width and placement of the band.

Collider Smooth
The radius used to smooth the collider's outline after shrinking, in pixels based on the resolution of the solver.
Collider Offset X, Collider Offset Z
Offsets the region that reflects waves along the world axes, in pixels based on the resolution of the solver.

This gives control over the where waves are reflected from.

Cache Attributes

You can use the tokens <project>, <scene>, <object>, <influence>, <frame>, and <f> for defining cache folders and file names. You can also specify tokens using the csh style, for example, $frame.

When you save a cache using tokens, a copy of the fully resolved path is also stored in the scene and used for playing the cache back. This means that the path to the cache is not lost if you save the scene under a new name or in a different project. If you later rewrite the cache files, the current values of the tokens are used and the resolved path is updated.

Use Cache
Reads from the cache files instead of sampling the geometry as you play back.
Export Cache
Writes cache files as you play back. You can turn this on manually to continually overwrite the cache files as you play back and adjust values.
Cache Folder
The location of the cache files for this influence. Omit the final "/" character when editing paths manually.
Cache Name
The base file name for the cache.

Diagnostics

Debug
Sets the verbosity of messages printed in the Output Window.
  • 0 = No messages.
  • 1 = Error messages only.
  • 2 = Error and warning messages.
  • 3 = Error, warning, and information messages.

Was this information helpful?