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Black Foam, Crazy Grain and Strobing

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  • Black Foam, Crazy Grain and Strobing

    We finally got back to doing our R&D with Phoenix and installed nightly build 26780. Since doing so we are experiencing strobing effects and tons of grain as soon as the particles/foam start to be emitted. Thoughts?

    https://www.dropbox.com/s/6j61l4n0ft..._June.mp4?dl=0

    PS: How do I get access to the Problems portion of the Phoenix Forums so I can post over there.

    Thanks,
    Austin Reed
    Austin Reed
    Revision A Studios

  • #2
    Hey,

    Would it be possible to send that scene over to support so we can check what's wrong? They are also the guys you should ask for forum permissions.

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Do you want us to zip the file or do you just want the 3ds Max file?

      Thanks,
      Austin Reed
      Revision A Studios

      Comment


      • #4
        The 3ds max file should be enough, we'll simulate it on our end.

        Thank you!
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          I sent an email to you via Phoenix@chasogroup.com ticket #159623.

          Thanks,
          Austin Reed
          Austin Reed
          Revision A Studios

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          • #6
            the strobing effect is common sign for bad water material setup, or the simulator is not selected in the liquid slot of the foam shader
            with bad water material i mean too high fog color, or missing refractive part at all. this causes the flickering because the particles that are even very near to the liquid surface are totally hidden
            if the simulator is not selected in the liquid slot, this hides the underwater particles, because by default the atmospheres are not shaded correctly when overlapped by an object with fog color, the foam shader performs a fix, but it needs to know the objects that owns the fog color.
            ______________________________________________
            VRScans developer

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            • #7
              Attached is a screenshot of our material setup. It's really basic and has a pretty low fog multiplier. I've also double checked the liquid slot and it points back to the simulator we are using. Any thoughts?

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              • #8
                the image is invisible, but you can check the material putting a white object in the water, the walls will show the real fog effect
                ______________________________________________
                VRScans developer

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