Moses parting the sea!
Hey everyone!
I’m starting a new personal project to create a massive, historical-scale scene of Moses parting the sea. I want it to look epic and huge, but I’m debating the best foundational approach for the water setup.
Right now, I'm trying to decide on the best sourcing method:
- Option A: Ocean Source. Using an ocean spectrum to get that natural, choppy ocean surface and micro-details right from the start.
- Option B: Flat Ocean / Custom Geometry Source. Starting with a flat grid or custom curves/shapes to sculpt the main "walls" of water, and then adding noise and displacement later.
Given the sheer scale of this effect—where the water needs to pull back, form massive walls on either side, and maintain a lot of churning detail—what approach would you guys recommend?
If you've tackled a similar large-scale water wall or parting effect, how did you handle the initial sourcing? Did you rely heavily on curves/forces to drive a FLIP simulation, or did you use a hybrid approach (guided ocean layers, morphing geometry, etc.)?
Would love to hear your suggestions on the best workflow to keep this manageable but epic! Thanks!