Ocean Physics Pro
No. Everything is in the Ocean tab of the 3D Viewport sidebar. A new boat gets its mass, engine and waterline automatically, and all the values are there if you want to tune them.
Yes. Select an FBX, glTF or OBJ import or a kit-bash, at any scale and heading, and press Setup Selected. It finds the hull and the bow and sets a realistic mass and waterline. If a double-ended hull leaves the bow unclear, the dialog says so and you pick the axis.
On the open sea, on the machine it was measured on (RTX 4060, Ryzen 9 7950X, 3440 x 1400 window, Material Preview, speedboat): 27 to 28 viewport redraws per second and the simulation at 0.98 to 1.0 of real time with Fast View While Driving on, 12 redraws per second with the full look. A coast with shore waves is much heavier: 7 redraws per second and 0.45 of real time, or 16 and 0.97 with shore waves off. Your machine and scene will give other numbers. Slow scenes can still be driven, baked and rendered.
The render looks better. Fast View leaves out shadows, ray tracing and see-through water during the drive only, and Post Sim adds finer foam and particle whitewater to a recorded take.
A baked take plays from EXR files and keyframes with no operator running, in the viewport and in F12 renders. The add-on must stay enabled for the FFT sea to appear after a file is reopened: its images are not saved in the .blend. Gerstner waves are kept in the file.
Blender 5.2 or newer. It was tested on Blender 5.2 on Windows with an NVIDIA GPU, in EEVEE and Cycles. It has not been tested on macOS or Linux.
Yes. The code was written with an AI coding assistant, directed, tested and rendered by the developer. The nine library models were generated with an AI tool and then set up for the simulation: hull bodies, mass, engines and names.
You may use them, changed or not, in your own renders, animations and games. You may not resell or redistribute them as models on their own. The code of the add-on is GPL-3.0-or-later.
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