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btw seeing the break downs for some very experienced people, they use velocity/vorticity to make the water white. i should make some experiments....
phoenix is able to export the vorticity, it's a hidden option. there is a parameter called "zmr" , when you set value 7 in it, the vorticity is exported into the smoke channel
I will try this but for now I have to pause all this and I'm a little sad not to have my infinite ocean I hope to see a nightly that works before the end of my evaluation period.
1- Good news for Phoenix. Regarding the problem I had on my i7 3930K crashing (P9X79 PRO mainboard), I updated the BIOS yesterday. I did some simulations while working on other projects (with mesh preview) and it simulated also over night, and no crash. So, it was probably a computer related problem, I hope it'll stay like this. I'll tell if I ever get a blue screen again.
2- Now, I'm considering buying a Xeon E5-2687W. On Asus website it's said that this CPU is supported with latest BIOS, but some features might be not supported :/
Does anybody use these CPU with this Board (P9X79 PRO) ? What kind of mainboards do you have ?
3- Rendering the Ocean test scene on the i7 3930K takes 6m57 for one frame. Rendering with DR (added 4 i7920) it takes 5m14.... not very efficient... what is the explanation ?
the main reason for inefficient DR is the big time for the preparation.
- big cache size and big time to transport it
- big time to build the mesh
- big time to build the accelerating trees.
see the vray log ant tell us the detailed time distribution, this means region rendering time and sequence rendering time
I'm quite disappointed with all this:
- at bow, it doesn't seem very natural. The waves are too long stretching to stern.
- foam pattern on the sides is not really nice, foam and splash size might be too big.
- the foam that is near to the hull on each sides is very dense and doesn't look good.
- the foam at stern is very strange. It doesn't seem to be moving. Everything at at stern looks very static.
- and then we have the problem when foam goes out of grid with this breakline
Do you think all this is mostly related to a scaling problem or grid definition ?
I'm getting slowly a better foam pattern. I started from scratch yesterday, but I find the units in phoenix still confusing (grid size, cells/grid, foam/splash sizes, etc...)
New test: http://vimeo.com/88861935
I think foam pattern is now better but everything is a little exaggerated. I'm still on build from 17Feb. Is there something new in the builds ?
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