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.
Exciting News: Chaos acquires EvolveLAB = AI-Powered Design.
To learn more, please visit this page!
New! You can now log in to the forums with your chaos.com account as well as your forum account.
What I really miss in phx flip core, is that I failed to produce that kind of rolling water over the water effect, that is easily achievable in f.e. naiad, houdini or even bifrost. If someone can prove me wrong - that would be really great.
That surfing parameter, was added, after me was fighting to prove phx guys, that smth is not quite right here. In my video, there is a try with that parameter as well (named phx v2).
I just can't seem to trust myself
So what chance does that leave, for anyone else?
---------------------------------------------------------
CG Artist
We believe you Paul, you don't have to prove stuff to us There are just specific setups that need to be explained so we can understand what happens in certain cases.
Ivo was very sure, that solver does look the same to all the competitors (I remember, even Vlado was unsure if there's smth wrong here) His words was the only reason, that lead me to create same scene in naiad, rf, bifrost, houdini.
Maybe something changed over the year
I can send all the setups (which is quite straightforward) to anyone interested (yay someone is willing to test things out weee).
I just can't seem to trust myself
So what chance does that leave, for anyone else?
---------------------------------------------------------
CG Artist
Well, it can never be the same because there are too many details that can be implemented in many ways and there is always some custom stuff over the basic idea, more or less. Not to mention the benchmark is not how other VFX software does simulations which are usually a compromise between speed and quality, but how nature does stuff. If you have any suggestions that can be described, of course we'll take them into account. Things might not happen immediately since we have several hundred tasks and the list is occasionally growing, but one by one we'll get there. We just need to know about it, otherwise the chance that we'll do it is way less
Sure thing. There's always compromises. I just say, that phx flip looks way different. Just look here. I made an updated version. Phx is in the middle. 2015 is on top, 2017 a lil bit lower.
If you have any suggestions that can be described, of course we'll take them into account.
My suggestion - phx flip should look the same to other packages, more or less. It was described 547 days ago In pictures and in videos. Maybe those words could be more technical, but I'm just a user, not a coder. You just can download the video and frame by frame compare the results. You will see how velocities gets blended on top and so on.
Last edited by Paul Oblomov; 14-02-2017, 02:16 PM.
I just can't seem to trust myself
So what chance does that leave, for anyone else?
---------------------------------------------------------
CG Artist
Hmm, you have some very interesting flying particles. Some of them start sliding when they leave the grid, which is even more interesting. Do you have 'droplet surfing' enabled? Would increasing the 'falling speed' make these blend with the liquid mass more seamlessly?
Hmm, you have some very interesting flying particles. Some of them start sliding when they leave the grid, which is even more interesting. Do you have 'droplet surfing' enabled? Would increasing the 'falling speed' make these blend with the liquid mass more seamlessly?
Yes, Droplets surfing is at 1.0. I can try to raise the falling speed. The bad thing is that I can't resimulate because of the "foam appearing on grid border when resimulating" issue (please see page 13)
Oh, do you have the simulator set as Liquid Geometry in the Particle Shader? This is very important in order to have the particles displaced together with the ocean.
Comment