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infinite sea test
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because the wave reaches the end of the simulator and it becomes visible here is the full videoLast edited by Ivaylo Katev; 25-03-2013, 07:50 AM.______________________________________________
VRScans developer
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This is good!
Ivo, are you using more than 1 in splash particle friction? Its only thing which bothers me, but I see you are avoiding them to fly too far from the grid? Now it makes it somehow out of scale, assuming the box is at least a 1-2 cubic meter?
Foam patterns looks just great!
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möbius@
i do not use the tessendorf algo, i'm using my own algo, that i initially invented to generate infinite procedural forest, but it is suitable for any *locally* determined infinite procedural objects
Tommi@
the box is 10 meters wide, the splash friction is 1, but the size of the droplets is about 1mm, that means relatively big air friction. imagine an 1mm droplet that flies 10 meters, sounds impossible! i suppose the scale feeling is miss-leaded by the falling of the box, it is not simulated, it is animated and perhaps does not fit the scale of the water. the speed of the procedural waves is also set by hand, that may miss-lead the scale feeling too. now the control of the waves is not in physical units, but i'm thinking about to make it with option for physical correctness.
Chris@
yes, i saw it. i know the reason, but still thinking how to avoid it. if you render separate foam and water and compose them afterwards, there will be no problem. the problem is caused by the fog color correction of the foam. let me explain it. as you know, the vray material has an option called "fog color", that makes the refractive objects internally colored. however, if you render such an object simultaneously with an atmosphere effect, the atmosphere will be shaded wrong, because the fog color of the *full ray path* will be applied after the atmosphere. the foam shader is made to introduce correction of this effect, it gives the final fog color, decreases it down to the current ray position , and applies it over the current foam color. this produces correct foam coloring inside the water, the deeper foam is more colored than the shallow one. however, if i render an open geometry, the ray length behind the surface is infinite, that produces black fog color. i can't reconstruct the original fog color from black, because all the not white fog colors lead to black if the ray length is big enough. to avoid this problem, i have a vray plane under the water, in other words i have bottom of the ocean. the black spots that you pointed appear when the ray refracts in horizontal direction, and hits the bottom too far. in this case the bottom does not help and the underwater foam becomes black colored. the simplest solution is just to skip the fog color correction when the final fog color is black. this will also produce incorect rendering, but in much more acceptable manner - the underwater foam will lose its fog color, that is not a big tragedy, giving in account that the foam is near to the surface and is almost no affected by the fog color of the waterLast edited by Ivaylo Katev; 26-03-2013, 01:11 AM.______________________________________________
VRScans developer
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Hi Ivaylo,
First of all, Thank you for all the great work! It is really nice!
I am using the pool.max scene to approach the sea simulation. But it is not easy to figure it out by myself without any help document.
Do I just need to put PhoenixFDOceanTex to the Fine slot of Displacement roll out to get the ocean wave? Then the particles for splash and foam will follow the new shape automatically for the ocean wave?
And how could I use the mesher to make the infinite sea?
As you can see the image below, looks like that it is working but I am not sure the way.
A little bit more guide to approach this will help me a lot.
Thanks once again.
Best Regards,
Sangho Jung.Last edited by sersia; 26-03-2013, 11:40 PM.
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