Using textureToArray and arrayToMulti nodes we can extract alpha data from a texture, in this case an animated ocean texture, and pipe the weights into the peak deformer to displace our mesh. Once thats in place, we can then create an attributeTransfer node with bounding object and create another weight map to localize fluid emission where we want it. For added realism I mentioned in a previous vid to use the mesh displacement as a velocity emitter into the fluid. So as the mesh points move upward it will push the fluid in that direction as well as when the points drop down, it will suck the spray down too.

Loading more stuff…

Hmm…it looks like things are taking a while to load. Try again?

Loading videos…