When “Default water depth” in the “Shallow water” of the “BP_FluidSim_01” is set to something like 50 or more, the simulation displaces the water down by the given amount, But when it is set to 0 it does not displace and the simulation doesn’t work.
This is not noticeable at first but when the camera goes under sea level the post-processing is in the wrong position and makes it appear that objects with Buoyancy are floating.
This only affects Dynamic object simulations with “force type” set to Component Location, Skeletal mesh sockets work fine.
My question is if I can simulate my boat displacing the water without lowering the water level below the simulation.
Simulation solver is Shallow water, foam does not work with ripple solver.
Images for reference:
Default water depth set to 50. Water can be seen getting displaced
Default water depth set to 0. Water completely level with skeletal mesh socket simulation working but component location not.
If there are any alternatives for simple ripples in water then PLEASE let me know, feels kind of overkill to have a simulation running just for some ripples and foam.
Thanks in regard.