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Car to sea

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  • Car to sea

    Heres my old scene with ocean tools.

    https://vimeo.com/69639855


    This was just a test scene and I dump it in some moment, but I want to shear it cause this is now (ocean tools) a hot topic in forum

    Things which was giving me a hard moments:
    -Splash split rate. Produces too much these visible swarms of smaller particles. I get a bit better results when I decrease size distribution.
    -Foams look. I never achieve anything like Ivaylo with his cube to water. It was hard to get what kind of values I should use with pattern size and force.
    -Foams outside life. I dont know did I have something wrong with the bubble size, but when they go outside of the grid box, bubbles keeps jumping and not going naturally with the ocean surface.
    -Motion blur. When switched on, it creates this visible blurred area in the horizon.

    So these are things which IMO should be clarified and documented well:
    Patter force and size values.
    Bubble and splash size. I like to use very small numbers (0,02-4 cm) cause I believe a single droplet is naturally very small. Is this a correct way to proceed? Or is it wiser tp use bigger size and adjust the size from the foam shader?
    Split rate. I know its hard to make it "automatic" in any way, but it should work like it would be more a default feature: when splash particles continue the voxel wave it starts to split automatically.
    Now for me its very hard to test and test so many values, particle size/variation/distribution/split rate and so on.

    Dont get me wrong, I dont want to whine for just for fun, but this was what I face when I was sure that I am able to create a realistic wave with nice splitting splash particles.


    Ill be back with more better example in some day

    ps. Dont mind the foam size difference in the end, it was my own rendering error.

  • #2
    about the splash split rate - it can produce a big variety of results, depending on the size settings and the air friction. actually i didn't use it in any sample, still not sure that have good control. one additional usage of it is to make underground explosions, i did some r&d in this direction, you can see the result here
    one very general tip about the split rate - the bigger split rate leads to short travel distance of the entire splash. the smaller leads to spiky tracks. the split works only over the big particles, so the size variation increases the effect of this option.
    about the foam look - the needed pattern size and force depend on your simulator size , the size is in scene units (i should make it visible, my bad) and the force is in scene units per second.
    about the outside life - it was added mostly for the flying particles, not for the floating ones. if you allow the foam to reach the border it will become visible for sure.
    about the motion blur - unfortunately the mesh motion blur is broken, one of the first bugs that were reported. the velocity channel is broken as well, so you can't use it.
    ______________________________________________
    VRScans developer

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    • #3
      Thanks Ivo!

      the bigger split rate leads to short travel distance of the entire splash.
      This is a good guideline. Actually one other thing which I did try to avoid, was to get these too big splash particles which then splits into smaller ones. It looks more like a fireworks then.
      Because of that I didnt want to use a big variation (4-10) but like 2-4 and small distribution value like 2.

      the size is in scene units (i should make it visible, my bad) and the force is in scene units per second.
      I use meter size units and objects are in real world size, does this mean pattern size 1 means one meter? And force 1 means one meter per second?
      So in one second the foam pattern should be one meter?

      If I have some time I should make a generic wave test and try to achieve some good results with split rate.

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      • #4
        I use meter size units and objects are in real world size, does this mean pattern size 1 means one meter? And force 1 means one meter per second?
        yes, if you really use 1 metes as system unit. do not mix it with the display units, that may be different. when you open the units setup, there is separate system and display units. there is a way to make a parameter to be displayed with the measure unit behind the number, that makes clearly visible what it mean. i will change the pattern size to be like this.
        ______________________________________________
        VRScans developer

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