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  • Ocean Flickering foam

    Hi all
    I'm working on an ocean simulation and I'm encountering these problems:

    - simulation box is visible
    - foam particles outside the simbox are flickering

    Do you have any advice on how to solve this??
    Do I have to resimulate everything? It took around 10 days
    Thank you all

  • #2
    Hello,

    For the visible simulation box - you can play around with the ocean level and you can try to increase your ocean subdivisions - just be careful as small changes may eat a lot of RAM.

    For the flickering particles - make sure you're using a latest nightly build and you have a bottom for the ocean - just a black VRayPlane below the ocean surface should do the job.
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      I made some render test and it seems that the Ocean Level is not influencing the "visibility" of the Sim box but instead the water surface inside the sim box seems to be more "crispy" than the water outside.
      I will do some test with the latest nightly for the other problem.
      Thank you.
      Ale
      Vray Next for 3dsmax - Certified Professional

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      • #4
        Yup, you need the ocean subdivs for that.
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          This is the result with different subdivs: 2, 5 and 8 (with 10 my pc with 32GB ram was stuck)
          But I cannot see how raising subdivs will solve the problem...


          Ale
          Vray Next for 3dsmax - Certified Professional

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          • #6
            So it seems like there will be no way around this for the particular camera. You better check the docs on the subdivs, but in short - the ocean is generated procedurally with a certain number of vertices, depending on the ocean subdivs parameter; the simulator already has a mesh generated by the voxel which has a certain quality; if the density of the voxels is higher than the density of the ocean vertices, you'll see such difference in the render. However, the ocean subdivs can be increased to make the ocean more detailed, but the simulator resolution cannot be reduced currently. We need to implement an algorithm which will do that without breaking any specific details that the simulator's liquid might have produced.
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              In case this is not a continuous camera shot that has a close up on the simulator, you might work around it by hiding the simulator and letting only the Particle Shader render the foam. You could use a copy of the simulator in Pure Ocean mode, placed outside the camera view in order to fake the ocean surface instead.
              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                Yes I'm trying to find a way to render just the foam on a layer and an ocean with no visible simbox on an other layer.
                I will send you some render test of this.
                Ale
                Vray Next for 3dsmax - Certified Professional

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