Announcement

Collapse
No announcement yet.

infinite sea test

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Originally posted by sersia View Post
    [ATTACH=CONFIG]13598[/ATTACH]
    I am really afraid to tell you about this. As you can see the image above, I've got the foam with mesher but it is in the water, not on the water.
    As you mentioned, the foam is displaced but it is in the water. It looks weird. Is it normal? Or bug? Or maybe My mistake?

    Thanks a lot.
    as i see your surface level is set to 0.3, i recommend you to use 0.5 when rendering with foam.
    however this should be not a problem. in my simulation about the half of the foam is below the water, it is just unavoidable, but the foam rendering removes the extra fog color and it looks normal. i'm considering to put fog color overriding in the foam shader parameters, because it can help a lot in such situations. can i see your foam shader settings?
    ______________________________________________
    VRScans developer

    Comment


    • #32
      Thank you for your kindness. I got it what you are meaning.
      about my foam shader settings, it is just from the sample pool.max scene. I didn't touch the setting for the foam. And I've already attached the scene file below. (ocean.zip)

      Thanks once again.

      Comment


      • #33
        Originally posted by sersia View Post
        [ATTACH=CONFIG]13598[/ATTACH]
        I am really afraid to tell you about this. As you can see the image above, I've got the foam with mesher but it is in the water, not on the water.
        As you mentioned, the foam is displaced but it is in the water. It looks weird. Is it normal? Or bug? Or maybe My mistake?

        Thanks a lot.
        i found the reason - the option disable liquid shadows does not work with the mesher. in my scene i have selected "affect shadows" option of the material and this makes the foam well lit.
        the second reason - i'm using point mode for the foam shader, that is less dependent on the liquid. the bubbles/cellular modes are testing the liquid for inside/outside and render different under and above the water. the point mode does not give in account where you are, the only underwater correction is the of the fog color.
        i would recommend bubble,cellular and splash modes to be used only for closeup scenes.
        Last edited by Ivaylo Katev; 29-03-2013, 12:22 AM.
        ______________________________________________
        VRScans developer

        Comment


        • #34
          Finally I got the nice one.
          Thank you for all your advice.

          Click image for larger version

Name:	foam.jpg
Views:	1
Size:	149.5 KB
ID:	847230

          Comment


          • #35
            Ivo, can you plz shear your foam particle detail? Which parameter did you change from the default?
            Another thing, about splash/foam particle size variation, is the value for the both ways up and down? Like if my particle size is 1cm and variance is 3, does it mean I will have 1cm-3cm particles, or is it affecting also above 1cm size?

            Comment


            • #36
              by default the foam is born by its own birthrate, however in the ocean scenes i change the birth rate to zero and use splash "foam on hit" option.
              the size variation is only in upward direction. in version 2.0 there was no lower bubbles than the normal size, but this causes very annoying sharp line when the bubbles are rising up. now there is variation in downward direction, that can't be controlled. the idea is that the smaller particles are not visible except as group and is not very important to control their variation, but the bigger are quite visible.
              ______________________________________________
              VRScans developer

              Comment

              Working...
              X