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Rocky beach waves

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  • Rocky beach waves



    Its hot summer time in Finland right now and that inspires me to make a beach wave test.
    Im happy now with the splash integration with the main fluid.
    I use 1,33 refractive index and highlight multiplier 0 in the splash shader to avoid over bright areas.

    1,12cm grid total of 89 million cells
    i7 CPU 920 2.6HGz 12gig RAM
    sim time around 3 min
    Beauty render 15-40min/frame (all in one pass)

    Current wetting feature is not working well with high detail objects (see the water over the rocks).
    I could use other approach with the foams, but now I use refractive particles. Lot more foams and point shader could look even better.
    Last edited by TSR_trix; 15-08-2013, 04:50 AM.

  • #2
    It looks very nice!!!
    Great Work!

    Thank you for sharing.

    Best Regards,
    Sangho Jung

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    • #3
      good job!
      however, the waves look to fast when appear in the frame, perhaps a scale issue, or the wave generator is very close to the visible area?
      ______________________________________________
      VRScans developer

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      • #4
        Thanks guys.
        Yes my wave source is very near the border of the frame. Scale should be right, but im using a simple animated discharge and to get enough height for the wave I have to use enough force to get proper wave. Im not sure would it be a good idea to make even more complex setup with many sources around (even in the bottom of the water) with different discharge values. Maybe some external forces are needed like in Houdini?

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        • #5
          perhaps we must add a tool that creates waves, a simple does not produce exact the needed velocity distribution.
          ______________________________________________
          VRScans developer

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          • #6
            Yes, that could be it. An algorithm would do it in more natural way.

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