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Transfer scene with simulators from 2.1 to 2.2

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  • #16
    Yes, here is. Sorry, i'm forced to use the stupid system units, becasue it is not my scene, i can't change this.

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    • #17
      you have only 211k foam particles and 500k splash particles, not 10M as you think. i suppose you are interpreting the grid cells as particle count.
      whatever, is see the birth rate has relatively big value, but the ship just does not produce enough water influence. so, here are my siggestions:
      - increase the grid resolution up to 30-50M cells. there is a ship scene provided with the package, you can use the same number of cells.
      - increase the speed of the ship, or if this is impossible, increase the velocity multiplier, this will produce bigger influence to the water and more foam will be born
      ______________________________________________
      VRScans developer

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      • #18
        At last i got what i want. Thank you Ivaylo! I have spent so much time seeking the solution. I just had to increase the velocity of ship in Phoenix Properties. Great. All done. But there is some artefact left, it is my HDR in the Background, looks like some gaps were appeared. May you tell me, what is this?

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        • #19
          we had several bugs causing issue similar to this one, they were fixed after the official release, you can ask for nightly build access and try to render with a new build.
          ______________________________________________
          VRScans developer

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          • #20
            Note it is frame 11 of the settings-screenshot when looking at particle-counts. Pre-Roll matters.

            Nice tip with the Velocity-Multiplier.
            Kind regards, Wolf S./K.
            www.faber-courtial.de

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            • #21
              Hi, guys. Tell me please how i can use phoenix in a scene with many ships? I have a fleet and when i give each ship a personal container with simulated foam, some artifacts in render appear. I use Ocean mode for everyone.

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              • #22
                the most common solution is to use ocean only for the nearest one, and cap for the rest. currently we have no shared ocean, this means only the main ship will have good closeup view, the rest will be overlapped, but this is not visible if the displacement is equal for all the simulators.
                ______________________________________________
                VRScans developer

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                • #23
                  Originally posted by Ivaylo Katev View Post
                  the most common solution is to use ocean only for the nearest one, and cap for the rest. currently we have no shared ocean, this means only the main ship will have good closeup view, the rest will be overlapped, but this is not visible if the displacement is equal for all the simulators.
                  All right, thank you.

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