oh man.....I haven´t seen any example of those ICE setups... :(
I´m going to have to investigate. It could be so awesome to see ICE do this
on other setups.
I know there´s a demo scene on collision between surfaces, but how to
advect that into a weightmap¿?

Cheers.

On Wed, Aug 10, 2016 at 3:25 PM, Amaan Akram <xsil...@warpedspace.org>
wrote:

> you have to emit particles from the boat/ocean intersection area, and
> advect them along velocity vectors on the ocean surface using ICE. 'Use
> Negative Eigen Vectors' from the aaocean ice compound for advection, and
> use 'eigenvalues' for when you want to accelerate advection. Some sort of
> flow noise will give you a better looking aft wake.
>
> On 10 August 2016 at 19:54, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> As far as I remember it's a sort of surface tension (crease value), it
>> send some data in a weightmap and some particles are emitted from there.
>>
>> Le 10 août 2016 19:43, "Pierre Schiller" <activemotionpictu...@gmail.com>
>> a écrit :
>>
>> The foam on that vimeo video sim look pretty cool. (I know byfost has
>> params for that)
>> I also read an attribute boolean on AA_Ocean node for "activate foam".
>> Amaan, how possible is it
>> build foam from the back of the ship like in the video with aaOcean ICE?
>>
>> Thanks for your reply, man. And thanks for taking your time with us. :D
>>
>> https://vimeo.com/176209179
>>
>> On Mon, Aug 8, 2016 at 4:02 AM, Amaan Akram <xsil...@warpedspace.org>
>> wrote:
>>
>>> If you don't rotate your ocean plane which you are planning to render,
>>> then just ignore the transform. In other words, don't rotate the ocean
>>> plane.
>>>
>>> aaocean vector displacement is in world-space. the transform helps with
>>> getting it into object space. I should do this in the shader but for now
>>> it's manual.
>>>
>>> On 8 August 2016 at 07:30, Tenshi . <tenshu...@gmail.com> wrote:
>>>
>>>> Thanks for asking this Pierre, it's a subject i always wanted to ask. :)
>>>>
>>>> On Mon, Aug 8, 2016 at 12:09 AM, Pierre Schiller <
>>>> activemotionpictu...@gmail.com> wrote:
>>>>
>>>>> BTW, how do I correctly connect those cyan outputs? Shader shows
>>>>> disconnections.
>>>>>
>>>>>
>>>>> On Sun, Aug 7, 2016 at 5:14 PM, Pierre Schiller <
>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>
>>>>>> Thank you! It´s been 3 times over 3 years, I´ve asked the same
>>>>>> question. LOL.
>>>>>> But realized I have to make a default workgroup directory folders in
>>>>>> order for it to be recognized.
>>>>>> Now it works!
>>>>>> I also had a conflicting *.dll somewhere.
>>>>>> Thanks
>>>>>>
>>>>>> On Sun, Aug 7, 2016 at 4:50 PM, Amaan Akram <xsil...@warpedspace.org>
>>>>>> wrote:
>>>>>>
>>>>>>>
>>>>>>> I don't have access to softimage so can't help more, but the
>>>>>>> following should help.
>>>>>>>
>>>>>>> https://bitbucket.org/amaanakram/aaocean/wiki/Softimage%20In
>>>>>>> stallation
>>>>>>>
>>>>>>> If not, please see Stephen Blair's post
>>>>>>>
>>>>>>> https://xsisupport.com/2014/12/04/installing-aaocean/
>>>>>>>
>>>>>>> Also, the Plugin Manager should help in showing if the
>>>>>>> shaders/deformers are visible to softimage
>>>>>>>
>>>>>>> On 7 August 2016 at 21:44, Pierre Schiller <
>>>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Ok. Opened AA_Ocean_DemoScenes\aaOcean_MentalRay.scn but error
>>>>>>>> shows:
>>>>>>>> ERROR : PHEN 0.17    24 MB error  051011: shader
>>>>>>>> "aaOceanDataShader" not found
>>>>>>>>
>>>>>>>>
>>>>>>>> My workgroup looks like this:
>>>>>>>> C:\XSI_Workgroups\aaOcean\Application\Plugins\
>>>>>>>>     *aaOceanDataShader.dll
>>>>>>>>     *aaOceanDeformer.dll
>>>>>>>>     *aaOceanShaderDefinition.dll
>>>>>>>>
>>>>>>>> What other thing do I need to make to have the shader found with MR?
>>>>>>>> Thanks @Aamaan
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sun, Aug 7, 2016 at 2:55 PM, Pierre Schiller <
>>>>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Ok, I´m going for AAOcean Rev255  Stable Win.zip
>>>>>>>>> Let´s see how it goes. Thanks for the heads up.
>>>>>>>>>
>>>>>>>>> On Sun, Aug 7, 2016 at 10:12 AM, Amaan Akram <
>>>>>>>>> xsil...@warpedspace.org> wrote:
>>>>>>>>>
>>>>>>>>>> The demo scenes are included in the zip file from the bitbucket
>>>>>>>>>> download
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> https://bitbucket.org/amaanakram/aaocean/downloads
>>>>>>>>>>
>>>>>>>>>> On 7 August 2016 at 14:14, Pierre Schiller <
>>>>>>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>>>>>>
>>>>>>>>>>> Yes. But on SI 2013 only. And that was some time ago.
>>>>>>>>>>>
>>>>>>>>>>> How can I plug the yellow port to an ice execute port on ice?
>>>>>>>>>>>
>>>>>>>>>>> (I don't have demo scenes anymore)
>>>>>>>>>>> Thanks for the reply.
>>>>>>>>>>>
>>>>>>>>>>> On Aug 7, 2016 4:20 AM, "Amaan Akram" <xsil...@warpedspace.org>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hi,
>>>>>>>>>>>>
>>>>>>>>>>>> have you tried the sample scenes?
>>>>>>>>>>>>
>>>>>>>>>>>> amaan
>>>>>>>>>>>>
>>>>>>>>>>>> On 7 August 2016 at 04:45, Pierre Schiller <
>>>>>>>>>>>> activemotionpictu...@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> ​
>>>>>>>>>>>>> Hello guys, when I installed my AAOcean Workgroup, I only see
>>>>>>>>>>>>> this compound. And it´s output it´s on yellow. Previous AAOCean 
>>>>>>>>>>>>> had a grey
>>>>>>>>>>>>> output so it could be plugged directly into Executes on ICE tree 
>>>>>>>>>>>>> node.
>>>>>>>>>>>>>
>>>>>>>>>>>>> Question: What is the correct way to setup aaOcean on ICE?
>>>>>>>>>>>>> Cheers.
>>>>>>>>>>>>>
>>>>>>>>>>>>> --
>>>>>>>>>>>>> Portfolio 2013 <http://be.net/3dcinetv>
>>>>>>>>>>>>> Cinema & TV production
>>>>>>>>>>>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>>>>>>>>>>>
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>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>> 3D Artist/TD @ The Mill, London
>>>>>>>>>>>> http://www.amaanakram.com
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>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
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>>> http://www.amaanakram.com
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>>
>>
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>
>
>
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> http://www.amaanakram.com
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