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  • Boat wake simulation

    Lots of talk about boat wakes here, so heres my input.

    https://vimeo.com/58440734

    Only annoying things was to do iterations of splashes and foams with PHX version 2.0 where we have to do the whole simulation again if we are not satisfied with the particles. With such heavy simulation like this it took some time to re-create the whole thing.
    I know in future we are going to have an option to do the particles afterwards, in MAX I mean.
    Also I have too much of air friction in my splashes now.

    Machine: Intel Xeon E5-2450 2.1 GHz 32CPUs, 64GT RAM
    Sim time 6-20 minutes per frame
    Render time (with motion blur HD resolution) 15-30 minutes

    Cell size 0,024m total 101 million.

  • #2
    WOW!!! nice setup tommi!
    btw, i know you had problems with the simulation instability when an object is falling into the water. this week the problem appeared in other customer, and they sent us a scene that is relatively small and fast, we found the reason (not sure yet) and the problem will be fixed soon. the particle resimulation will be ready in 3 months, because we have to release a upgade due to max/maya 2014 release, and this includes max/maya versions equalization.

    btw, would be good if you participate in the nightly testing, we have some new stuffs related to the liquid/splash/foam simulation - pointshader, foam pattern simulation, procedural waves suitable for displacement, would be good if you try them
    Last edited by Ivaylo Katev; 29-01-2013, 11:54 PM.
    ______________________________________________
    VRScans developer

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    • #3
      Procedural waves ? Nice. Long awaited feature Can they be applied for the already created ocean splash sim, so the particles will follow ocean waves ?
      Last edited by Paul Oblomov; 30-01-2013, 12:27 AM.
      I just can't seem to trust myself
      So what chance does that leave, for anyone else?
      ---------------------------------------------------------
      CG Artist

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      • #4
        of course the particles have to follow the surface displacement, but this is not implemented yet.
        ______________________________________________
        VRScans developer

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        • #5
          Thanks Ivo for the feedback!
          Yes, I would love to participate for the newest nightly builds, and test these new features, which btw I have also would needed already for few times.

          Some notes from this wake test.

          I know this foam generation will be much more intuitive and faster after I can do it afterwards for already simulated water, but still I dont know would it be a good idea to have a some sort of gizmos to cover areas in the grid box to represent places where the foam generation would be most wanted, and then places where I dont want them to be generated related to the given threshold.

          I hope you understand what I mean, but like in this lake surface, I got these rocks. Now, if I dont use "static surface correction" it will start to create bubbles from beneath of the rocks, and they consume time and resources for nothing. So some kind of gizmo with falloff could correct this.

          This same method could maybe help to another annoying thing with splashes.
          With given threshold the simulation start to create unwanted splashes in the left side of the screen when the boat creates fast turbulences over the water. What I did was a fix rectangle rendering with no splashes and in comp replace the area where these splashes where generated from the ongoing water waves.

          Also, I cant get a proper render passes from the foams. What I need is a black screen with the foams both on the surface and under the surface, but the liquid has to shade those particles which are under the surface. I could not get it work by just switching the water to matte. It wont then shade the particles at all.

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          • #6
            yes, i know about these problems, and we are planing to provide some solutions for them. btw, you have access to the nightlies , try the link and tell me if you have problems
            ______________________________________________
            VRScans developer

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