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.
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.
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