Announcement

Collapse
No announcement yet.

new build question

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • new build question

    Hi, just installed new Phoenix ver,,. 3.05. Found this in new features "Option to control the randomness in velocity direction at Splash birth", can someone please elaborate on this? how to control this? thanks.

  • #2
    Hey there,
    the parameters used to control the Splash velocity at birth are located in the Splash/Mist rollout.

    Initial Vel. Mult. | spvmult ? When the splash particles are born, they are initialized with the velocity of the nearest liquid multiplied by this value. This parameter greatly affects the general appearance of the splash. When it is below 1, the droplets fly in front of the splash and produce a clearly visible track of droplets.

    Initial Vel. Rand. | spvrand ? Controls the randomness of the velocity direction when splash particles are born.

    Picture an object dropping into a large body of water. If the Initial Vel. Rand. is low, the splashes produced by the collision will be spiky. If you bump up the randomization to a high value, you'll end up with curlier, more uniform distribution of the splash particles.
    Here's a couple of screenshots to illustrate this:

    gosho.genchev@chaosgroup.com

    Comment


    • #3
      Hey Gosho.Genchev, Thanks a lot! I really like your answer, very clear with images support, cheers!

      Comment


      • #4
        Hi again, I also rendered horizon in ver 3.04 vs 3.05 for comparison and cannot see any difference. I have to mention I used my sim I created in 3.04, will that be the case? You have to create your sim from scratch in ver 3.05 or I'm missing something? both rendered at horizon subdivs 2. thanks

        Comment


        • #5
          Hey,

          Could the reason they are identical be that your Horizon roughness is at 0?

          Svetlin Nikolov, Ex Phoenix team lead

          Comment


          • #6
            I will do some additional tests tomorrow, thanks!

            Comment


            • #7
              Hi, regarding ocean subdivs in new ver. 3.05 I did additional attempts for improving horizon quality but if I go higher than 1.5 in ocean subdiv parameter I get error, see image attached. I'm trying to render still image at 7000x4600 res, BF+LC, 20subdivsAA, 1400LC, using latest Vray version.

              My specs:
              Intel i7
              64GB RAM
              GPU Quadro P4000

              I'm wondering if anyone having the same issue or know how to solve mine. It's very important that I can render at res 7k in width because this is a client requirement, cheers

              Comment


              • #8
                Hey,

                Most likely you are out of RAM and there isn't a check for that somewhere in the Phoenix or V-Ray code. 7K width is quite a big resolution, so increasing the subdivs would overflow the RAM easily.

                Would it make any difference if you turn off Embree? Do you have motion blur enabled?

                How much RAM will rendering consume if you:
                - Make the particle shaders not renderable and render just the ocean;
                - Make the particle shaders not renderable and render just the ocean in pure ocean mode;
                - Make the ocean not renderable and render just the particle shaders?

                Cheers,
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #9
                  I tried without embree, stiil crashing. Thanks anyway, will do some more tests with your suggestions, cheers

                  Comment

                  Working...
                  X