From personal experience I use them in production and have been ok so far. The odd time I have had issues but usually fixed within a day or so. It's not generally advised but I couldn't go back to 2.2 official build with all the new features in the nightlies! )
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Stormy seas
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On the next project I have, I need to illustrate a vessel heading into a storm with heavy ocean where it almost capsizes and loose containers into the water.
Would it be possible to animate this effect on over time? And does it work for larger scale than the demonstration shown on vimeo?
Originally I though of just using pflow, but this looks way too promising to test out.
Maybe having control over where the sim is taking place with diminishing returns away from the camera until a point where only texture splash/foam takes over would work?
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Originally posted by Ivaylo Katev View Postyou have to animate the ship's movement, we are planing to add water influence over the objects, but still not implemented
Also, can you share the scene where you have made the foamcrest textures that are seen here for me to take a look?
https://vimeo.com/134586587
Do that foamtexture also work with a normal mesh instead of the phoenixdisp texture? Or maybe an animated mesh with the phoenix ocean texture ontop for added details?
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the foam texture needs the ocean texture, it's a kind of extension. but as you said, you can use the displacement on animated mesh.
something important - the animated mesh must keep the vertices count, otherwise it will be not handled properly.
my suggestion is to not use it at all, only wave force.______________________________________________
VRScans developer
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Originally posted by Ivaylo Katev View Postthe foam texture needs the ocean texture, it's a kind of extension. but as you said, you can use the displacement on animated mesh.
something important - the animated mesh must keep the vertices count, otherwise it will be not handled properly.
my suggestion is to not use it at all, only wave force.
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the wave force uses the oceantex map, the force produces interactive waves inside the simulator, but the ocean map can be used to displace geometry, producing large ocean surface with waves similar to these in the simulator area.______________________________________________
VRScans developer
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I cant seam to be able to produce the same results as seen on the vimeo test here:
https://vimeo.com/134586587
I either get no foam mask, or its all over the place, looking like its got another scale on the object or something.
Could you share your setup for that scene seen on vimeo so I can examine it?
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Not sure if this is the right place to ask.
Using the release version 2.2 if a high wave rolls over the simulated area the foam doesn’t float over the top. Rather it disappearing because it’s been created on a flat ocean and then a Phoenix Ocean tex is only used at render. You therefore get these streaks of waves cancelling out the foam as discussed at the start of the thread.
When using the Nightlies although the foam now adheres to the surface of the ocean displaced by the Phoenix Ocean tex it also generates a lot of foam all over the sim area too.
Is there a way of using displacement to keep the foam on the surface but not generate it? I would like a body moving through the ocean to cause foam and splashes alone.
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Not entirely sure what you are trying to explain but I find best practice is to generate foam only from the splash (foam on hit). I don't like the results (at least in the past I haven't) of having foam born in general areas.
Have the splash with chaining of 2 and affect liquid of 1 gets a generally good result to start withAdam Trowers
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if i understand correctly, the problem is lack of foam displacement. phoenix displaces the foam with the same amount as the surface, keeping it on the top, but this mechanism requires the liquid slot of the foam shader to be set with the corresponding simulator, otherwise the shader does not know that the liquid is displaced.______________________________________________
VRScans developer
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Sorry, the solution to this is probable really easy, but I cant seam to find it.
After simulating a grid with foam and splashes. Is there a way to rotate the waves generated from ocean displacement texture so that I get the foam generated from the FoamTex in the opposite way?
I cant rotate the PHXSimulator.
Having an additional option within the OceanTex would help. Like a velocity direction or something.
EDIT: Never mind. Trying to work with a fever isn't probably the best thing, hah. ^^Last edited by oophus; 08-10-2015, 01:43 AM.
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Hopefully this explains it a bit better.
Above is a sim from the release version. I'd like to get the same foam from the wake but without it getting covered by larger waves from the Ocean tex displacement.
Trying the nightlies, it looks like the foam remains on the surface. The only problem is that I'm getting foam generated on the leading edge of the simulation area, where it meets the rest of the ocean surface.
There is a foam line the length of the simulation box all the way through the animation which you can see in this image.
Finally is there a way to cull any foam particals created bellow the water line?
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