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  • #46
    Originally posted by waaazoo View Post
    Now, this starts slowly to look like something. It's still based on the "Torus ocean". I'm curious to see what happens if I delete the ocean and recreate one based on the same boat. I will try....

    https://vimeo.com/196838566
    When I use the same scene, delete all ocean nodes, and recreate a new ocean based on the ship, it creates a huge grid around the boat.
    www.mirage-cg.com

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    • #47
      That's right - the preset creates a bigger grid so the ocean can move around it. Maybe it would be a better idea to have the preset attach the grid to the object instead.
      Svetlin Nikolov, Ex Phoenix team lead

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      • #48
        Originally posted by a0121536 View Post
        That's right - the preset creates a bigger grid so the ocean can move around it. Maybe it would be a better idea to have the preset attach the grid to the object instead.
        that would be a good idea. When I say that it creates a huge grid, I also think it creates a grid that doesn't really work with the actual ship (not good in size). I have to make the test again and show how it comes out. Sadly, I'm too busy right now...
        www.mirage-cg.com

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        • #49
          Yup, the thing is that this Quick Setup can be used both to have a ship travelling along the ocean surface, as well as to have a geometry splash into the ocean or fly out if it, so it's made bigger in all direction in order to accommodate such cases. Maybe we could have a separate ship preset and another splash tank preset which would make this easier.
          Svetlin Nikolov, Ex Phoenix team lead

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          • #50
            Originally posted by a0121536 View Post
            Yup, the thing is that this Quick Setup can be used both to have a ship travelling along the ocean surface, as well as to have a geometry splash into the ocean or fly out if it, so it's made bigger in all direction in order to accommodate such cases. Maybe we could have a separate ship preset and another splash tank preset which would make this easier.
            Svetlin, I agree with your comments, but....

            As said previously, I did the test using the scene with the ocean scene created with the torus. I delete all phoenix nodes, clean up, and recreate an ocean based on the ship.
            As you see in first screenshot, I'm using centimeters and my boat is now 45meters long (half size of the real boat).
            In second screenshot you see that preset creates a huge grid around the boat. I added the grid settings for you to see what it does.
            In third screenshot you can see the start of simulation. BTW, there is again the bug of ocean mesh preview that floats way above everything. You need to save the scene WITH mesh preview ON and reload, to have the mesh preview in correct altitude.
            In the Video, you see the result (bottom of page). Either I'm doing something definitely wrong, or the preset doesn't work as it should.... (it should at least create something like on this video https://vimeo.com/196838566)

            Click image for larger version

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            https://vimeo.com/198816471
            www.mirage-cg.com

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            • #51
              Yup, exactly - the bigger grid is created currently in order to be able to use the ocean preset as either a ship scene, or a splash volume. In the future, we should split the preset in two for these two tasks and I promise the ship preset will be smaller You'll have to shrink the grid manually until then. Our QAs are trying to reproduce the ocean level preview bug right now...
              Svetlin Nikolov, Ex Phoenix team lead

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              • #52
                I would like to renew my question posted on an other topic:
                For simulation, would it be better for a CPU to have less cores but higher speed (4 x 4.5Ghz), or more cores at lower speed (10 x 2.3Ghz), or does it not affect the simulation render speed?
                Of course in my example I have 18Ghz versus 23Ghz, Lol, but I think you understood the principle of the question... (let's say 8 x 2.3Ghz)

                Simulation is really long. Currently I'm simulating on a i7-3930K slightly OC at 4.3Ghz
                www.mirage-cg.com

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                • #53
                  Well, my x79 setup at home (3930k OC at 4ghz) by far outperforms the dual Xeons setup (6 core 2.1ghz per CPU). I'm waiting on the greenlight to build a new machine at work and I am going down the i7 6/8 core route with the fastest memory available.

                  My x79 setup and the dual setup uses DDR3 and I think the memory in my home machine is a lot faster than the Xeon setup but there is also no communication between 2 CPU's needed.
                  Adam Trowers

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                  • #54
                    Originally posted by flipbook View Post
                    Well, my x79 setup at home (3930k OC at 4ghz) by far outperforms the dual Xeons setup (6 core 2.1ghz per CPU). I'm waiting on the greenlight to build a new machine at work and I am going down the i7 6/8 core route with the fastest memory available.

                    My x79 setup and the dual setup uses DDR3 and I think the memory in my home machine is a lot faster than the Xeon setup but there is also no communication between 2 CPU's needed.
                    thanks a lot! that gives me a good idea. But it's still the difference between single CPU, dual CPU which I understood. I'd like to know if there might be also difference between cores/Ghz... seems evident, but we never now. simulation stuff is different from pure rendering stuff. Fast disk (SSD), fast memory, MB with good bandwith, all this is important. So, what is the best CPU for simulating ?
                    www.mirage-cg.com

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                    • #55
                      Ah, sorry about skipping the question - so far the usual case has been that more Hertz is better than more cores, but this pretty much depends on the rest of the factors so that might not be necessarily true all the time.
                      Svetlin Nikolov, Ex Phoenix team lead

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                      • #56
                        I prefer more cores Not numa, of course.

                        I can kill almost any pc with my 22-cores
                        I just can't seem to trust myself
                        So what chance does that leave, for anyone else?
                        ---------------------------------------------------------
                        CG Artist

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                        • #57
                          Thanks a lot Svetlin and Paul. great to know. I will go and search for a new Rig
                          www.mirage-cg.com

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                          • #58
                            Hi,

                            I went back to an old scene done in 2014 as I couldn't get any satisfying setting for my ocean.
                            He is the result so far with some little tweaks. Maya settings are in cm as you can see in the attachment.
                            I kind of like what happens in the front, but then, the foam doesn't extend enough to the sides. It would be nice to have splashes/foam on the wakes on each side.
                            I have probably to lower le rising speed of foam as it seems to float around in the air.
                            At stern, it looks quite ok for a start (no propellers for now).
                            Also, there is a ton of foam under the water line. Is it possible to reduce this, and how?
                            Attached are the complete settings.
                            Help would be appreciated. I'm still quite confused with a lot of settings.
                            It's difficult to know which parameters are affected by the size settings (it seems that in Max you have always cm or m next to the numbers which would help).
                            I watched several times the boat tutorial, and looked everywhere on the forum, but....still regularly confused.
                            It's quite long to simulate, so it's impossible to test every parameter one by one. To do testing, I used a smaller grid only on the bow of the boat, but it was still long

                            bow:
                            https://vimeo.com/201827048

                            underwater:
                            https://vimeo.com/201827163

                            stern:
                            https://vimeo.com/201833509

                            from the side:
                            https://vimeo.com/201843286

                            Click image for larger version

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                            Last edited by waaazoo; 31-01-2017, 05:53 AM.
                            www.mirage-cg.com

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                            • #59
                              Hey,

                              You should increase the falling speed instead, so that the foam that is in the air can fall down to the water surface faster. If there is a lot of foam underwater, then it seems like you need to increase the rising speed as well.

                              From the stern video, it looks like you should also increase the Outside life, but first check if you have the Age of the Foam exported. Since your half life is at 1 (second), and you have so much foam, it might be related to a missing Age channel export for the Foam...

                              However, I see you are not using FLIP advection - is this on purpose?

                              Cheers!
                              Svetlin Nikolov, Ex Phoenix team lead

                              Comment


                              • #60
                                Originally posted by a0121536 View Post
                                Hey,

                                You should increase the falling speed instead, so that the foam that is in the air can fall down to the water surface faster. If there is a lot of foam underwater, then it seems like you need to increase the rising speed as well.

                                From the stern video, it looks like you should also increase the Outside life, but first check if you have the Age of the Foam exported. Since your half life is at 1 (second), and you have so much foam, it might be related to a missing Age channel export for the Foam...

                                However, I see you are not using FLIP advection - is this on purpose?

                                Cheers!
                                I added a sideview video. No, not on purpose for FLIP advection. Will try this.
                                Age is not exported for anything. Should I export it for the foam and the splashes?

                                Thanks for the help! I can't wait to have something looking good
                                www.mirage-cg.com

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