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  • interactive ocean

    many times we were asked how to make the displaced ocean to be interactive, how the waves can break on an object and produce splash and foam.
    it's possible now
    ______________________________________________
    VRScans developer

  • #2
    whoo!!

    you guys are amazing. is this in the nightly builds already?

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    • #3
      Sweet!

      Tutorial next? ^^

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      • #4
        Wow! I love it!

        __________________________________________
        www.strob.net

        Explosion & smoke I did with PhoenixFD
        Little Antman
        See Iron Baby and other of my models on Turbosquid!
        Some RnD involving PhoenixFD

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        • #5
          of course we will make tutorial, but for now just a short description how to make it. the setup is in general very simple, a bit complicated by the rendering of the wetmap
          first the simulation setup, nothing special
          - simulator with initial fill up
          - wave force with multiplier 1 using ocean texture with wind 5m/sec
          - wetting on, consume liquid on. the consume liquid option is very important, without it the water particles are leaving long tracks and the wetmap is useless. beside this it prevents the waves from entering too deep in the beach, that is an effect with questionable value, we will try to find a better pipeline for this part.
          - splash multiplier 50, foam on hit 3, affect liquid 1
          the rendering is more complicated
          - create a particle texture and select the wetmap in it
          - set the radius about four times the grid cell size, in my case the grid cell is 2.6 cm, and the blend radius is 10 cm
          - enable the "mult. by size" option, this is needed because the drying process is represented by the wetmap particle size.
          - create a blend material and put the particle texture to be the mask
          - create dry and wet sand materials and put them in the blend material sources
          - enable the ocean rendering mode and use as displacement the same texture that is used by the wave force.
          - and now the part that was problematic until now - you have to suppress the displacement near to the beach, because the water must slide exactly over the geometry, not to be pushed up and down. you can do this using a vray distance texture and vray comp texture, but there are some problems in this setup, beside the fact that it's too tricky for many users, our goal is everything to happen easy and simple. so, we just added option to the displacement to be suppressed by geometry objects. you have to use it, but can't put the beach geometry directly, because you remember we are using the simulator in the rendering setup of the beach, so we can't use the beach in the simulator's rendering setup, this is a circular reference. just create a second instance of the beach and hide it.
          Last edited by Ivaylo Katev; 20-10-2015, 09:45 PM.
          ______________________________________________
          VRScans developer

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          • #6
            Looking good Ivaylo.. shall try that workflow out!
            Adam Trowers

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            • #7
              the today's nightlies are broken, you have to wait
              ______________________________________________
              VRScans developer

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              • #8
                I will just have to get on with doing normal work for now then :P
                Adam Trowers

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                • #9
                  ook please tell us when it's ready I want to try too!

                  __________________________________________
                  www.strob.net

                  Explosion & smoke I did with PhoenixFD
                  Little Antman
                  See Iron Baby and other of my models on Turbosquid!
                  Some RnD involving PhoenixFD

                  Comment


                  • #10
                    Do we have this in todays nightly?
                    Adam Trowers

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                    • #11
                      It should be in the nightly already.
                      Zdravko Keremidchiev | chaos.com
                      Chaos Support Representative | contact us

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                      • #12
                        I gave it ago the other day. Tricky thing to balance as push it too far and you get a 'narnia' style wall of water when breaking onto the beach surface.. shall go back to it soon
                        Adam Trowers

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                        • #13
                          Originally posted by Ivaylo Katev View Post
                          we just added option to the displacement to be suppressed by geometry objects.
                          Can't find this option in the displacement panel.
                          Where exactly can I assign the geometry?

                          Version 3.00.01 Build ID: 160909

                          Just checked the help docs (https://docs.chaosgroup.com/display/...quid+Rendering)
                          Under Displacement, there is an option fade object which I guess is the one I'm looking for.
                          This option is definitely missing in my version. Where'd it go? What's the equivalent workflow?

                          Thanks!
                          Last edited by Fragster; 29-11-2016, 08:45 AM.
                          http://www.px-group.de/
                          https://vimeo.com/marckbusch

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                          • #14
                            Hey,

                            Are you sure you are looking at the liquid simulator and not the fire/smoke one?

                            Cheers!
                            Svetlin Nikolov, Ex Phoenix team lead

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                            • #15
                              Fair enough. I loaded the waves scene which was provided in the wave forces demo thread.
                              So, I double checked it in a fresh scene and of course it's there. Sorry, my mistake.

                              Thanks!
                              http://www.px-group.de/
                              https://vimeo.com/marckbusch

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