Physical Water Surface

I managed to get more points by just copy/pasting the bit where you add a new point to the array and add some offset to the float height.
More crucial are the manual points. It seems you just stopped finishing it half-way through.
Can you finish the manual points? It is just adding a vector array that is editable and ‘Show 3D Widget’ on and then repeat what you do with autopoints. From hands on user experience, this is crucial. Then you can move the buoyance points around as you like.

Gradually, or continiously, changing the ocean state is a must. Without it, you would have to put a loading screen or something every time the weather gets stormy and the ocean changes. On top, the physics objects fly around if the ocean suddenly changes. This is not visible in your video because of the non-physics single point buoyancy. From what I gather, you use a look up table to hop to change the troichoid parameters by jumping between different parameter sets. I have not looked up the troichoid/Gerstner equations, but would not it be possible to change parameters continiously and feed them into the troichoid and thus achieve gradual change of the ocean shape. And if not shape, then at least the wave amplitude. Is not there a parameter that can be continiously changed without the troichoid hopping from one state into another? And if it not there, how about adding an extra parameter that just multiplies the amplitude. That would be enough to go to rough sea from calm sea in a first approximation. Those parameters could then forget the look up table and could be floats that cna be changed every frame.

Cna you update those two things; 1. manual points, 2. Parameters exposed to gradually go from calm sea to rough sea. Can you do it by tomorrow? :slight_smile: