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seam in ocean when using adaptive grid

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  • seam in ocean when using adaptive grid

    If we've overlooked something, apologies..

    When we sim a localized area of water with 'adaptive' enabled, the height of the displaced water as compared to the displacement level changes so that they no longer line up. Here is an example of adaptive OFF (left side) and then ON (right side).

    This example was started with the ship sample scene and then converted to a simple 'object tossed into water' splash scene. We've turned on adaptive so the Z+ extents of the sim box would change depending on how far the water mesh reached. Settings that don't resolve it: Extra margin: 0, high step count (currently at 1), much higher resolution grid.

    Thanks!


  • #2
    are you sure that only Z+ is changed, and Z- is not affected?
    ______________________________________________
    VRScans developer

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    • #3
      Hi,

      Yes, only Z+ is set to value of '33' as shown in screen shot (sorry, let me know if that's not what you're asking). Also, when we try setting adaptive X and Y we get strange results as water splashes up to unseen walls and then cascades downward and in on all 4 sides. Not sure if that's the same issue.

      Thanks again!

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      • #4
        yes, it's absolutely impossible to use X,Y, and Z- for ocean scenes, because they are in contact with the water.
        actually my question was not exactly about the settings, but about the real change. you can see the green/red boxes and confirm that really only Z+ is affected. this will exclude a bug in the adaptive grid control, if there is a bug, the Z- may be affected despite the fact that it's forbidden.
        ______________________________________________
        VRScans developer

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        • #5
          i see. i guess i was under the impression that the displacement map is untied to the sim and therefore if the extents changed, the seam would just travel outward and still maintain a smooth transition - sort of like a small UV map being scaled up on a plane. i'm sure there's more code to it than my simple explanation - apologies. would it be possible to maybe include that in the wishlist? I currently can only post in the public forum.

          i'm currently simming at high detail on another box so I'll have to wait to check on your question. with that said, am I able to pause a sim, save, open another file, and then come back and continue? the last time i tried it wouldn't allow it. sorry, a bit new to PFD - it's fantastic btw.

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          • #6
            no, pausing a sim works only until the scene is loaded. if you open another scene, the simulation is stopped, and you have to use backup frame to restore the simulation (evety 15th frame is backuo).
            about the adaptive ocean - it's theoretically possible to use the velocity as criteria, but i'm almost sure it won't work. in general, i'm skeptical about the adaptive grids in ocean simulations, but it should work in Z+ direction.
            ______________________________________________
            VRScans developer

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            • #7
              Alright, so the reason for this behavior is that the Ocean Level parameter is a percentage of the grid height at any moment. If the grid height increases, the ocean level will follow it. In general, adaptive grid adapting in Any direction is not recommended for ocean sims, and same goes for manually animating the grid size.
              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                Hi guys. Thx very much for the info. I can understand how the X, Y, and Z- direction could cause issues unless there was probably some entirely new code added that discretely adapted the bounds before any sim data affected the edges so the values would keep getting added on - perhaps a can of worms though.

                That certainly seems to be whats happening regarding the Z+ direction; the percentage of overall height. I wonder if there's a way to have a checkbox (or hard code) so that the ocean level is locked to only the original Z height? Thanks again for the time discussing. If this isn't a high priority, I totally understand. PFD is working great for water.

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                • #9
                  really the ocean level is not locked and it should be to make such sims possible.
                  ______________________________________________
                  VRScans developer

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                  • #10
                    hi Ivaylo, was your last post some instructions to me? sorry, i didnt quite understand. thanks!

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                    • #11
                      no, it's for us. we have to modify the grid behavior
                      ______________________________________________
                      VRScans developer

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                      • #12
                        roger that. thanks again Ivaylo.

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