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  • Ship animation test

    I've been having a lot of good luck with the ocean splash and foam. Thanks to Ivaylo and the terrific team at ChaosGroup!

    This is having fun on nights and weekends while I am between clients, recreating the ship I served on when I was a teenager sailing the world. Today the ship is gone, so the project is to remake memories from 40 years ago. Phoenix and VRay make this possible to do at my home studio.
    Below is link to my first test animation. Notice the work on the superstructure is just beginning. Much more work yet to be done will keep me busy for months.

    Using five Asus i7-2600K@3.4 for render farm, actual render time 52 seconds, then add time to load aur and setup the frame and total frame time is 1:45. Cache file size 319MB each, 50M total cells, using ssd on server for data drive and distributed rendering on backburner, even while workstation is producing new source aur files, time 2:49 each. Low poly ship hull used for proxy to generate sim. High poly rendered ship with superstructure and deck fittings is via xref scene with nested deck gun and anchors. Some day when ship is finished I will render beauty pass.
    Comments and suggestions welcome.

    http://www.portergraphics.us/luce/luce_1.mp4


    Click image for larger version

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    Ron Porter
    Mustang, Oklahoma
    Last edited by rporter8555; 24-02-2016, 08:03 PM.

  • #2
    looks good, if you have freedom to change the ship velocity, making it bigger will produce better bow wake.
    ______________________________________________
    VRScans developer

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    • #3
      Thanks for sharing!

      I'd say in the first shot the scale of the waves looks too big compared to the ship, it makes the ship look smaller.

      Cheers!
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        i agree with svetlin, i was really convinced that this is a small boat, now i saw that is a military ship
        ______________________________________________
        VRScans developer

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        • #5
          Thanks for the input and nice comments!
          I have changed the speed from 1.3 feet per frame to 2 feet per frame. Also changed the Tiling on PhoenixFDOceanTex from 0.3 to 0.15 on all 3 axis. Control by wind speed is kept at 10 feet, LOD 10, wave height 1.0. Picture is of sister ship and shows wave action I am trying to achieve.
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          • #6
            Also changed the Tiling on PhoenixFDOceanTex
            it's strongly recommended to not use the tilling to control the ocean texture, use the wind speed. the wind speed keeps the size and the movement of the waves physically correct, touching the tilling you break the natural height/speed ratio
            ______________________________________________
            VRScans developer

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            • #7
              Thanks for the guidance on not Tiling the ocean texture. What is the default I should use? Should it be 1.0 or something else? I thought the sample scene had a low value.

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              • #8
                it must be 1, like the default value.
                ______________________________________________
                VRScans developer

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                • #9
                  Aha! Thanks! I'm restarting the sim now and will repost when I have results.

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                  • #10
                    I got better results with tiling set back to 1 as suggested.
                    Also

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                    I know this is in the wrong forum page, but...
                    Is there a problem with the foam shader not working with outside life?
                    Phoenix nightly build 1602106630 on Vray 3.3 and Max 2016.
                    Thanks in advance for your advice or suggestions!

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                    • #11
                      the lack of foam outside the grid is because the foam is under the water for some reason. this may be caused by too high ocean level, or lack of foam displacement
                      the other issue is that the water hides the foam completely, this usual reason is too high fog multiplier in the water material, or lack of liquid object in the foam shader, that is not the case (i see you have it)
                      but the main problem that i see and you didn't mention is the presence of foam in the entire container, the usual reason for this is the parameter "by free fly" in the splash birth setup, it must be zero, use it only for waterfalls, fountains or other situations involving big amount of flying water.
                      ______________________________________________
                      VRScans developer

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                      • #12
                        Thanks again Ivaylo.
                        You are correct on the ocean level which I had at 52 but initial fill at 50. I will render again.
                        Foam is using bubbles, and I am working the bubble size for good visibility. I did not consider that outside the grid the foam bubbles are stationary and cannot rise to higher ocean level.

                        For the "by free fly" I have seen before the entire grid fill with foam if set too high, but very little random splashing or foam with it set to zero.
                        The effect I am trying to get is where the bow wake is extending and spreading alongside the ship it collapses back toward the ship with lots of surface foam that lasts very long time and adds to the foam in the stern wake. So in a sense this area is turbulent, though less than the waterfall. Maybe I misunderstand but with experimenting it seems the low "free fly" setting makes the spash activity threshold more sensitive and makes more foam in these areas as desired, but avoids filling the entire grid with splash action and foam. Shot below is with free fly set to 0.5.

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                        • #13
                          if you need more foam, just increase the splash multiplier, this is the safe way.
                          btw, the usual way to render big scale foam is the point mode, the bubble mode is for closeup rendering. but this is up to you, some users like the bubble mode even in big scale scenes, because the sparks. in all the cases you have to make the underwater foam visible, it contributes a lot for the good appearance
                          ______________________________________________
                          VRScans developer

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