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Transfer scene with simulators from 2.1 to 2.2

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  • Transfer scene with simulators from 2.1 to 2.2

    Good evening. I really need your help, guys.

    I had a scene made in Phoenix 2.1. I had to use newer version because i met the artifact and couldn't handle this by using other approaches except installing other version of plugin.



    But when i installed it, there was a big difference between simulations. At these screens i showed the difference. 2.2 is creating many less particles with other simulation results unlike 2.1. Is there is anything method for equal transfer calculations from 2.1 to 2.2 with no big difference? I have real big scenes and i have no time for much editing again.

    This is 10th frame from 2.1



    This is 10th frame in 2.2 (there is almost no particles, only if i increase splashes burn rate, something is appearing but anyway it is not the same result as i need)


  • #2
    Hi, there is no automatic transfer between 2.1 and 2.2, actually the different behavior is caused by changes that are inevitable.
    however, as i understand you have artifacts in the rendering, you can use the old caches simulated with 2.1 and render them with 2.2, or even with nightly build, if additional rendering problems occur.
    ______________________________________________
    VRScans developer

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    • #3
      Thank you very much for the answer. I wrote to support for access to nightly builds for 2.1

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      • #4
        Originally posted by Ivaylo Katev View Post
        Hi, there is no automatic transfer between 2.1 and 2.2, actually the different behavior is caused by changes that are inevitable.
        however, as i understand you have artifacts in the rendering, you can use the old caches simulated with 2.1 and render them with 2.2, or even with nightly build, if additional rendering problems occur.
        May i ask another question?

        How can i get the similar result in 2.2 as i had it in 2.1?



        But there is still no such lush foam as i had earlier, she has been appearing only when when splashes hits a surface. Except of this parameter, other values are still without changes. And this what i have



        I tried to increase splashes and foam, decrease thresholds (my foam is created by "foam on hit", foam birth rate is 0)

        PS I have wrote to support for access to nightly builds, there is no answer while. Maybe, do i make something wrong? I readed the information here

        http://forums.chaosgroup.com/showthr...-and-V-Ray-3-0

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        • #5
          i will ask the support about your nightly access, perhaps delay of one day is not unusual.
          in general, to increase the splash and foam presence you have to increase the splash birth rate, do not decrease the threshold because this leads to splash birth on inappropriate places. the splash birt must have linear effect (increase it twice to get doubled particle count) unless affect liquid is used. this option disables splash birth above certain quantity, because the liquid in the birth point is not enough, it gives in account the liquid amount.
          as i understand you are decided to simulate again, the old cache files are lost or you have changes in the scene?
          whatever, if you are decided to simulate again and have nightly access, better use the flip based core, it just gives better looking result. see the attachment, it compares the ship scene simulated with classic and flip method, the rendering is also accelerated as the stamp shows.
          Attached Files
          ______________________________________________
          VRScans developer

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          • #6
            Originally posted by Ivaylo Katev View Post
            i will ask the support about your nightly access, perhaps delay of one day is not unusual.
            in general, to increase the splash and foam presence you have to increase the splash birth rate, do not decrease the threshold because this leads to splash birth on inappropriate places. the splash birt must have linear effect (increase it twice to get doubled particle count) unless affect liquid is used. this option disables splash birth above certain quantity, because the liquid in the birth point is not enough, it gives in account the liquid amount.
            as i understand you are decided to simulate again, the old cache files are lost or you have changes in the scene?
            whatever, if you are decided to simulate again and have nightly access, better use the flip based core, it just gives better looking result. see the attachment, it compares the ship scene simulated with classic and flip method, the rendering is also accelerated as the stamp shows.
            Thank you, i have no access to see the attached image, can you send me an e-mail Rad--X@mail.ru or use any other method to show, please?

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            • #7
              well, the support said that you have no phoenix license, that explains why you can't see the images and can't get nightly build access. you can see the image here
              so, you have to adjust the scene to work with 2.2 , if the splash count is low, try to increase the birth rate
              ______________________________________________
              VRScans developer

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              • #8
                In addition to what Ivaylo said, if you own PhoenixFD license please contact us at support@chaosgroup.com and we will update your forum account permissions.
                Svetlozar Draganov | Senior Manager 3D Support | contact us
                Chaos & Enscape & Cylindo are now one!

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                • #9
                  Originally posted by Ivaylo Katev View Post
                  well, the support said that you have no phoenix license, that explains why you can't see the images and can't get nightly build access. you can see the image here
                  so, you have to adjust the scene to work with 2.2 , if the splash count is low, try to increase the birth rate
                  Ok, thanks!

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                  • #10
                    Ivaylo, hello again. May you help me? Tell me why i have this? I can't get uniform foam. I don't know why, but in viewport everything is good, at the back of the ship i have a bright foam, at the bow - dim and barely visible. And foam pass is strange too. I need a uniform foam around the perimeter of ship as i got at the back.



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                    • #11
                      Viewport, here is also different image.

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                      • #12
                        in my opinion the rendering is corresponding to the viewport content, just the foam particles are low in count. you need at least 5M foam particles for such a scene
                        ______________________________________________
                        VRScans developer

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                        • #13
                          Well, it didn't work. Here about 10m of particles and 100 birth rate splashes. I just want to get the same good effect near the bow as i have it at the back. Not transparent. Maybe some another ideas?



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                          • #14
                            the bow splash is strongly related to the ship speed, if you want to increase it without increasing the speed, use the velocity multiplier in the phoenix properties of the ship (right click menu)
                            ______________________________________________
                            VRScans developer

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                            • #15
                              can you attach an image of the main panel, showing the frame info?
                              ______________________________________________
                              VRScans developer

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