Remove the Z direction
We only have to remove that Z direction from our wind factor.
We only get a tiny bit of wave movement. Increase wave Period slider.

We get a bit of motion and we turn off the deconstruct mesh.

It looks limited, speed it up a bit by lowering the Y here:

So this is the base, the wave is coming from the origin, we try to mix it up.
Create a point, which is the center of the movement. Take an expression X/2 (reduce to X, see video)and plug it into the point.
Plug in a Z value

Create a circle with a vector in it. The radius is going to be the vector from the slider.
Create a second smaller circle and a 2*Pi*x and reduce that from the former expression.
Pull the 2*pi*X from here


Now we are going to evaluate the small curve this through the small circle between 0 and 1

Sloppy curve adjust the through Y slider and reparameterise through here, see c
Too choppy for my liking. Add a Smooth number component, looks at the numbers and average them out better

Averages out the numbers better! So it moves smoother

This point here, is the basis for the larger circle.

Load the radius on this inner circle here

Do the same thing to evaluate the other curve (add Evaluate) but I am going to do..

a simulation, take a graph mapper and change it into a Bezier curve, and you can see the value move along it.

PLug the bezier curve into Evaluate and it gives a constant velocity if you plug it into Evaluate.

It is still a bit choppy, so I am going to match start and end tangents (picture 2), so it looks a tiny bit more natural. You can pull the right handle down ever so slightly to adjust
Instead of Evaluate surface..
Move this group along to the right

Plug Eval in Dist

We are going to get a more dynamic simulation and move the amplitude for the unary force up to lets try 50

Turn of these gadgets

I am also going to bring down the frequency of these waves a bit.

Add a range with a slider with a max of 5, set it to 2 for now.

Reset the counter, top left.

Add a multiply, to multiply the ranges by the R (result)

Click on Range. R We are also going to cull out the last number because it gives us the exact same number as the first number. Set integer to -1.

Plug L into A

Add an expression X*Y +Z , Multiplying X *Y and add a Z
- Multiplying X

2. Times Y (L in Y)

Plus Z

Plug that into X (R into X)


That gives me two points going around the circle.
Add more point in Steps (step from 2 to 5), and spread them out if you want. Bring it back to 2!

Now tidy up:
At this point, the multi-points aren’t piping into the simulation properly, I am going to lock my Sulfur

I am going to start to grafting (click on t Select graft) the points over here.
Feeds into distance (set lock off temporarily to see what it does and it is not ok.

This curve Evaluate does the wrong thing

We only want one curve coming out

List out plug into parameter here

Let see what we have coming in here
Yes two values


Flip the matrix on the other side

Add an average component and flatten it!

All we trying to do is adding a little bit more unpredictability, by giving it a bit more wave sources. Because in the sea the waves come from everywhere.

Let’s see how it behaves with more variables in here.

Reset the simulation with the button

Tweek the frequency to 0.0260

It goes real slow now we put 42 in add another step to 3 . That really slows it down now we might want to tweak that frequency again and bump it up a little bit. Bring it back up tp 0.503


