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  • #16
    Do I just need to put PhoenixFDOceanTex to the Fine slot of Displacement roll out to get the ocean wave?
    yes, correct. you can see that vector displacement is added to the options, but for now if you are using the mesher, the vector displacement is always used, despite your choice. if we have time until the release, we will as 2d displacement too.
    Then the particles for splash and foam will follow the new shape automatically for the ocean wave?
    yes they will, but you have to set the simulator in the liquid slot of the foam shader. this is automatically suggested by phoenix when you set the simulator in the particle system slot, but is good to know that the liquid slot is important!
    And how could I use the mesher to make the infinite sea?
    the mesher is enabled by the option "render as mesh" in the render panel. below the option are the control parameters. there is an option "ocean" just enable it. the numeric value beside it sets where the infinite surface will appear. this value is percentage of the height of the simulator, not cells, not system units. you have to set it with respect of the initial fill up, for the pool scene you need 50.
    the smooth parameter removes edges, artifacts, etc. especially for the case of the infinite surface, it helps a lot to hide the border between the simulator and the infinite extension. btw in the last nightlies the black rendering problem is solved
    ______________________________________________
    VRScans developer

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    • #17
      Ivo, whadda ya think, if you guys open a new area to this forum for the nightlies, and when you add a new feature or make a big change to something, you just write some notes of them and we can easily read and test these new things without asking everyone separately from you?

      I know this is more job for you, but Im sure you AND all the users would gain much more results and in less time.

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      • #18
        actually there is a section in the forum for the nightlies, you just can't see it, because the nightly access is not automatically supplemented by forum access.
        ______________________________________________
        VRScans developer

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        • #19
          Wow, good to know
          In that case everyone of us should be there then!

          EDIT: Hmm, do you mean this "Phoenix FD beta"? If so, these notes of the new features and updates could be there?
          Last edited by TSR_trix; 27-03-2013, 02:22 AM.

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          • #20
            yes i mean phoenix fd beta. do you have access to it?
            ______________________________________________
            VRScans developer

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            • #21
              Yeah I do.
              Then, a sticky topic "nightly updates" or something?
              Otherwise every feature or error gets an own topic and makes it very hard to fish them out.

              These are of course just my thoughts.

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              • #22
                not bad idea
                ______________________________________________
                VRScans developer

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                • #23
                  Looks great. Can you post a modified Pool Scene using the ocaean shader?

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                  • #24
                    Thank you for all your kindness, Ivaylo.

                    I've got some test and have some issues. I am not sure what I am missing to fix the issue.
                    Please check the image below.
                    Click image for larger version

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                    From the left image, 1. default, 2. PhoenixFDOceanTex, 3. PhoenixFDOceanTex + Mesher.
                    As you can see, everything looks perfect if I don't use Mesher. The shape of ocean wave was changed if I used the mesher. Is it normal? I can't make the details like the second image. And looks like that foam particle didn't follow the surface of ocean wave if I used the mesher.

                    And here is the simple animation test. The camera is slightly moving back. Foam particles doesn't show up like default one.


                    Click image for larger version

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                    Am I miss something for the issue above? And it is not easy to remove the artifact on the edge between simulator and mesher. I've tried to change the value of ocean and smooth to remove the artifact. But no luck for me.

                    Many thanks for your help.

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                    • #25
                      Originally posted by wxyz View Post
                      Looks great. Can you post a modified Pool Scene using the ocaean shader?
                      Hi,

                      I am not sure whether it can help you or not. Because I am not familiar with the new features. You need to test it by yourself as well. Please check the file attached. I've checked the option for the infinity ocean and put the PhoenixFDOceanTex to the displacement slot. That's all.

                      Best Regards,
                      Attached Files

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                      • #26
                        yes, the mesher and the implicit rendering give different results. actually this was the reason to make the mesher. our initial intention was to use displaced implicit surface rendering + displaced geometry, but the difference is too visible.
                        about the foam and displacement - actually the foam follows the surface only when mesher is used for displacement, but you have to set the liquid in the foam shader (this is suggested with default yes button)
                        about the artifacts at the edge, i just used smoothing 50 to remove them. in my movie the border is still visible, but not like artifacts, just the static surface has less details.
                        however, it seems like your image is rendered with changed camera position. if you are using 3ds max below 2009 this is caused by the fact that there is no way to obtain the render viewport in these max versions, but if your max is above 2009 this is a bug. please tell me your max version.

                        edit: the reason your implicit surface to have more details is that your grid resolution is smaller than the wave details. the fine displacement works with precision higher than the grid, but the displacement of the mesher works with the grid resolution.

                        edit2: seeing the video, now i think not the camera is the problem. please send us the scene, this may be a bug
                        Last edited by Ivaylo Katev; 28-03-2013, 07:42 AM.
                        ______________________________________________
                        VRScans developer

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                        • #27
                          Thank you for your answer. It helps me a lot.

                          about the foam and displacement, I think that the liquid in the foam shader was set already in my scene. "mesher is used for displacement" is meaning that need to put PhoenixFDOceanTex to the fine slot of Displacement and turn on the Enable check box? Or something else? Sorry for that. Not easy to understand about it for me.

                          BTW, I am using 3ds Max 2013, just in case. And please check the scene file attached. It is the scene file for the issue.

                          Thanks once again.
                          Attached Files

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                          • #28
                            "mesher is used for displacement" is meaning that need to put PhoenixFDOceanTex to the fine slot of Displacement and turn on the Enable check box?
                            yes, with "render as mesh" option enabled. in this case, the foam is displaced too.
                            thanks for the scene, tomorrow will have time to see it. i think i realized where is the problem, you are using animated camera, and now i see that i didn't finish the code to cover this case.
                            ______________________________________________
                            VRScans developer

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                            • #29
                              Click image for larger version

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                              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.

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                              • #30
                                You guys are amazing! Thanks

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