In this test im trying to have the top part of the wave as a simulation while the wave itself and the raft/boat/animal etc is animated to match whatever live action plate you might have.
What i want is to have the surface of the fluid to match as close as possible to the top part of the real animated wave mesh (not shown here, only the pushing wave that is lower to allow for the thickness of the fluid so the surfaces match).
This test is still not yet successful since the sheet of fluid is not matching the underlying wave (i get stretching in the uprising of the wave and collapsing in the end of the sim where the fluid get thicker)
Im using a custom gravity field (kinda like inverted Normal of the wave mesh) to make the fluid stick to the wave and after a certain distance from the wave it is normal gravity again (so splashes fall downwards and not sideways f.ex)
Fun concept but still need some tweaking, maybe stronger gravity or maybe I need to counter measure the waves velocity or something? anyone have a bright idea just shoot :)