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Wow! I love it!
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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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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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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
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Originally posted by Ivaylo Katev View Postwe just added option to the displacement to be suppressed by geometry objects.
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.
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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!
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