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  • Sea Boat

    Hi guys, there is my latest test, most of the info you will find on the link

    if you have questions just "hit me"

    https://vimeo.com/72037223

    cheers

  • #2
    Unreal!

    You are the shader master bazuka! Nice sim too.

    One thing I notice that you nailed was that the water underneath the surface, when disturbed, goes light blue as it does in real life - is this a shader trick or is the water simulation happen underneath as well?
    Maya 2020/2022
    Win 10x64
    Vray 5

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    • #3
      Really nice! How long to sim that?
      Dmitry Vinnik
      Silhouette Images Inc.
      ShowReel:
      https://www.youtube.com/watch?v=qxSJlvSwAhA
      https://www.linkedin.com/in/dmitry-v...-identity-name

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      • #4
        thx amigo

        frame was ~3min, i was planing to do a 'detailed' sim but had some probl with geo and collision so i took this ver

        i had ~18 ver of boat sims and this is a v13 that looked so far good...

        cheers

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        • #5
          Originally posted by snivlem View Post
          Unreal!

          You are the shader master bazuka! Nice sim too.

          One thing I notice that you nailed was that the water underneath the surface, when disturbed, goes light blue as it does in real life - is this a shader trick or is the water simulation happen underneath as well?
          thx my friend,

          thats a custom pass from naiad, then rendered as a mask and then composed in nuke

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          • #6
            Well done, now lets see this in phoenix
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

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            • #7
              Originally posted by Morbid Angel View Post
              Well done, now lets see this in phoenix
              to be honest, i did try, but guys must do a lot so anything could be done using phoenix, maybe its too early to say that im a bit disappointed in this moment, i just think phoenix is not yet ready for this kind of production...

              the test with 'end of the road' scene, is bad, render is good but the sim is not real, splash is too small, etc..

              ill ask them for scene and anim so i could try the same thing in naiad and will see

              cheers

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              • #8
                Great sim and rendering Bazuka.
                Yes, with PHX theres some point which we can achieve in case like this but IMO within few years Phoenix has had big expectations to be ready for such big tasks like ocean simulations etc. Even though it has designed for smaller scale simulations originally (just my guess).
                Naiad is coming back in next Maya release so lets see how far we can get with Phoenix!

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                • #9
                  Yep, AFAIK Phoenix is not meant to be high-end simulator like naiad. However this particular scene is not so hard and hopefully Phoenix will be able to handle such scenes better. The submarine demo:



                  is probably more complicated. And it's doable, but still not easy and not without issues. This is probably the main direction we will work on, since Phoenix has a lot of features, but they need more polishing. The other thing is better scenes. Even this new video sadly is not HD and is low render quality...
                  V-Ray/PhoenixFD for Maya developer

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                  • #10
                    Originally posted by TSR_trix View Post
                    Great sim and rendering Bazuka.
                    Yes, with PHX theres some point which we can achieve in case like this but IMO within few years Phoenix has had big expectations to be ready for such big tasks like ocean simulations etc. Even though it has designed for smaller scale simulations originally (just my guess).
                    Naiad is coming back in next Maya release so lets see how far we can get with Phoenix!

                    thx T,

                    well im looking phx more like a fire/smoke simulator and less like a liquid, but still im having a probl with that part of the section too, for some reason i couldnt get detailed fire/smoke like i did with fumefx (for maya of course )

                    dont know whats the reason but by default in fume i get everything nice...

                    i would like to help as much i as can to speedup the phx dev if they let me

                    cheers

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                    • #11
                      Originally posted by ivaylo.ivanov View Post
                      Yep, AFAIK Phoenix is not meant to be high-end simulator like naiad. However this particular scene is not so hard and hopefully Phoenix will be able to handle such scenes better. The submarine demo:



                      is probably more complicated. And it's doable, but still not easy and not without issues. This is probably the main direction we will work on, since Phoenix has a lot of features, but they need more polishing. The other thing is better scenes. Even this new video sadly is not HD and is low render quality...
                      i know I,

                      submarine looks ok, i also did some tests on same subject but didnt like it much coz i wanna to see the maximum number of particles i can simulate on home computer https://vimeo.com/40816248 here is a video (ref http://www.youtube.com/watch?v=eOqalX5FJ2c) animation was not perfect so it is what it is

                      like i said i would like to be involved in improvement of phx (im already beta), i know that communication artist/programmer is hard, but if artist say we need dissipation control for smoke then u need to implement it asap or in some decent time,

                      for example, i dont have smoke rollout tab, how can i control anything for smoke, i dont like mapper, turbulence is bad i couldnt control it always got some chaos in smoke/fire...

                      i can do some compare test and send u scenes for phx if you could tweak them so we could get closer results to fume, or doesnt has to be fume but at the moment i didnt saw any good test on vimeo or youtube using phx (production ready) if u know what i mean...

                      maybe this is not a place for this, i would like to move this theme to phx section

                      cheers
                      Last edited by bazuka; 21-08-2013, 10:20 AM.

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                      • #12
                        You can open a thread in the phoenix fd forum. But I think we pretty much know the issues already. Some progress is made in 2.1 For example the advanced SPF settings were causing phoenix to work worse then fume fx out of the box. 2.1 is now using single SPF by default. Also, a new advection method was added to preserve better the fine detail. Point shader was added to render particle simulations without krakatoa. Splash simulation was reworked a couple of times and looks different now. In fact, there is so much new stuff that it's more like 3.0, not just a SP. It's probably better to wait for the official 2.1 release which will be out very soon, hopefully in the late September.
                        V-Ray/PhoenixFD for Maya developer

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                        • #13
                          Great points Ivaylo! Hope to see new version out soon!
                          Dmitry Vinnik
                          Silhouette Images Inc.
                          ShowReel:
                          https://www.youtube.com/watch?v=qxSJlvSwAhA
                          https://www.linkedin.com/in/dmitry-v...-identity-name

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                          • #14
                            Originally posted by bazuka View Post
                            well im looking phx more like a fire/smoke simulator and less like a liquid, but still im having a probl with that part of the section too, for some reason i couldnt get detailed fire/smoke like i did with fumefx (for maya of course )
                            With smokes I have had some quite good results with less tweaking (breakdown from a feature film where I make dust smokes is coming after the movie premiere) but yet I havent also have an opportunity to try to do a product quality fire simulations.

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                            • #15
                              Hey Bazuka,

                              Please did you use displacement for the background water? If so which method?

                              I tried myself VRayWater with Vector Displacement but the V-Ray wouldn't even get past building light cache...
                              Maya 2020/2022
                              Win 10x64
                              Vray 5

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