If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
New! You can now log in to the forums with your chaos.com account as well as your forum account.
A very short description how to setup ocean scene:
1. create a simulator (be sure that it has proper physical size, check your scene units!)
2. open the liquid panel and enable the liquids
3. enable the initial fill up (by default is set to fill at level 50%)
4. open the rendering panel and enable the ocean option
-------Checkpoint: If you press simulate, and render the result afterwards, you will obtain a flat infinite surface
5. in the render panel there is an option displacement, enable it
6. put a PhoenixFDOceanTex in the displacement map
-------Checkpoint: You should have infinite ocean with waves, adjust the texture to have good locking waves. If your physical scale is correct, the best way is to use the wind option to control the waves
7. Create the interacting geometry
8. from the liquid panel, enable the foam simulation and set the birth rate to 0, b2b interaction to 200, foam pattern to 1. The patterns are important for the good locking sea foam
9 enable the splash simulation and set the foam on hit option to 1. This is the best way for good locking sea foam, the direct foam birth is better for pouring beer or soap foam
10 simulate, see the result, simulate again...
once the liquid is good simulated (with exported velocity), you can use particle resimulation to adjust the foam and splash, it is faster.
11 create two PHXFoam objects
12 select the foam group in the first one, and the splash group in the second one
13 adjust the rendering. in mu opinion the sea foam is best rendered with point shader, the splash may be rendered with point shader or with splash shader but with high subdivs on the image sampler
I'm not sure, but I wonder if it's possible in the demo version (I have version 2.0.0 Demo).
There are a lot of things in your description that I don't find (initial fill up, enable ocean option, etc...)
LOL, I do not have the rights to see your image, and do not have rights to attach an image here in phoenix section.
I sent an email to support[at]chaosgroup.com with your name with capture of user rights and what I see in download section.
A very short description how to setup ocean scene:
1. create a simulator (be sure that it has proper physical size, check your scene units!)
2. open the liquid panel and enable the liquids
3. enable the initial fill up (by default is set to fill at level 50%)
4. open the rendering panel and enable the ocean option
-------Checkpoint: If you press simulate, and render the result afterwards, you will obtain a flat infinite surface
5. in the render panel there is an option displacement, enable it
6. put a PhoenixFDOceanTex in the displacement map
-------Checkpoint: You should have infinite ocean with waves, adjust the texture to have good locking waves. If your physical scale is correct, the best way is to use the wind option to control the waves
7. Create the interacting geometry
8. from the liquid panel, enable the foam simulation and set the birth rate to 0, b2b interaction to 200, foam pattern to 1. The patterns are important for the good locking sea foam
9 enable the splash simulation and set the foam on hit option to 1. This is the best way for good locking sea foam, the direct foam birth is better for pouring beer or soap foam
10 simulate, see the result, simulate again...
once the liquid is good simulated (with exported velocity), you can use particle resimulation to adjust the foam and splash, it is faster.
11 create two PHXFoam objects
12 select the foam group in the first one, and the splash group in the second one
13 adjust the rendering. in mu opinion the sea foam is best rendered with point shader, the splash may be rendered with point shader or with splash shader but with high subdivs on the image sampler
Waaazooo
Sorry that I invaded your thread.
I am searching everywhere , for tips while I wait for a tutorial.
Ivaylo, I need more info , please , you are a Genius , but I am angry at you , nothing personal, everyone knows Genius are unbearable:
in , not so short, Ivaylo, I tried to follow your tips but stumbled on few doubts :
1)When I try to use , let's say , the same scale of the submarine scene , exactly the same Max units , I have a grid that is 100 times smaller. Why is that?, than my system unit have to be 100 inches instead of 1, weird.
You said you didn't use a source for the submarine file.Does Ocean simulations work without a proper source ? if not Why you always hide it from us ? and use a script or something only a developer or expert would understand ?
2)You have explained How to setup the foam with 0 birth rate on the liquid simulation and use foam on hit on the splash with value 1, but what about other splash settings ?because if I use birth rate =0 on the splahes
,for me , it is not generating splashes or even foam at all, instead I have to give it a birth rate of 90 or more !I am also confused on How it is supposed to be the size mutiplier at the foam/splash shader.
I think this randomness can be very confusing to a newbie, and everyone is a newbie while waiting for updated tutorials .We are having a hard time trying to make the simulations work for us.
3) Also it is very difficult even knowing How to tweak the Ocean and displacement , wind wave etc... to avoid clipping , 70% of my files have clipping returning and hauting me, and it is almost a miracle not having an ugly box formated inside our Ocean spoiling the realism,and finding the right value for the ocean is time consuming , but possible... not always.What can you do from the developer's side to save us from this enigma misery?!
4) Most importantly, and again forgive my ignorance, which exact button or slider do you mean with high subdivs on the image sampler.
Please don't forget to be specific ,I am using point , not splashes for my splash shader, but please, do you mean refractive index ?, bounces or what ?
Please be patient as We don't know Phoenix 2.1 yet. If you want to avoid all this questions, I beg, record a Camtasia video , sing for us, you have the know How right?, takes half hour at the most,
I know already you Guys are working on it, although ,I Can't understand why the process is that slow.
I wanna remind that usually a new service pack, comes with tuts, and the manual is just info, dictionary like.It is just not enough !
2.1 will be released shortly after VRay for Maya 2.4. We want to make sure that these two versions will work together without problems. Still can't tell you a date, we are actively working on it.
2.1 will be released shortly after VRay for Maya 2.4. We want to make sure that these two versions will work together without problems. Still can't tell you a date, we are actively working on it.
Comment