STEP BY STEP
MAKE A REALISTIC OCEAN SIM WITH X-PARTICLES
01 CHECK WHICH VERSION OF X-PARTICLES IS INSTALLED
The 'xpocean' object was released as a part of X-particles in the summer of 2020, so make sure that the latest build is installed via the X-particles licence manager. The 'xpocean' object is available through either the X-particles menu, or as part of the 'Generators' set when an X-particles system is created. If everything is where it should be, create a new 'xpocean' object.
02 ADJUST THE SCALE OF THE OCEAN
Creating a successful 'xpocean' object is a balancing act of the object’s size versus its segments. It's a good idea to always work with a real scale for an asset like this, so if you want big waves make a big 'xpocean' object by adjusting its width and height first. Put a camera in the scene as quickly as possible as well, as this will show what the camera can 'see' and therefore the 'xpocean' object can be sized to the camera cone.
03 OCEAN SIZE
When the 'xpocean' object's width and height are set, make the 'Ocean Size' the same as the largest of the width and height dimensions. Continue to adjust the 'Ocean Size' if the scale does not match the desired output. Adjusting both the 'Wave Height' and 'Smallest Wave' parameters can also have impacts on appearance. Be careful with the 'Choppiness' parameter as if it is adjusted too high it will cause overlapping polygons
04 ANIMATION CONTROL
The 'xpocean' object animates straight out the box, and the parameters for the animation are all easily adjustable. The critical controls are 'Wind Speed' and 'Wind Direction'. The 'Time Scale' parameter acts as a fast forward or slow down time control. This is useful for timing epic animations of large ships, for example. When the animation parameters are set, adjust the Height and Width Segments parameters to give a more detailed mesh.