Heya folks!
I'm running loads of cloud things at the minute and ideally we'll be flying right by them on a 2k frame so we need lots of resolution. As per the chaos workflow I'm running my main sim at around 6 steps per frame but i'm wondering is it possible to have the wavelet run at a lower step amount for speed? Since I've got a stable main sim, would it be possible to run the wavelet at step 1 since it's being guided by the stable velocities of the main sim?
Also would it be possible to mask the wavelet upres in some areas? In most clouds you get detailed areas and smooth areas based on whether an area is newly formed and still evolving or hasn't moved in a while and is starting to diffuse. If we apply a wavelet it's putting extra detail across the surface of everything in a seemingly even fashion - can we do something like a really harsh wavelet threshold to cut off certain areas or mask the wavelet strength by vorticity so that we keep smooth areas as they are (with interpolation upres) but add in another sub level of detail in the active areas?
Does wavelet care about history / previous frames? If I'm simming 30 frames to get to a static shape that I like, do I need to process all 30 frames like doing another sim or can wavelet skip directly to frame 30 and process that?
I'm off to play with particle sources next so we can look at non-flat bottomed clouds or stranger shapes, no doubt back with loads more questions after!
I'm running loads of cloud things at the minute and ideally we'll be flying right by them on a 2k frame so we need lots of resolution. As per the chaos workflow I'm running my main sim at around 6 steps per frame but i'm wondering is it possible to have the wavelet run at a lower step amount for speed? Since I've got a stable main sim, would it be possible to run the wavelet at step 1 since it's being guided by the stable velocities of the main sim?
Also would it be possible to mask the wavelet upres in some areas? In most clouds you get detailed areas and smooth areas based on whether an area is newly formed and still evolving or hasn't moved in a while and is starting to diffuse. If we apply a wavelet it's putting extra detail across the surface of everything in a seemingly even fashion - can we do something like a really harsh wavelet threshold to cut off certain areas or mask the wavelet strength by vorticity so that we keep smooth areas as they are (with interpolation upres) but add in another sub level of detail in the active areas?
Does wavelet care about history / previous frames? If I'm simming 30 frames to get to a static shape that I like, do I need to process all 30 frames like doing another sim or can wavelet skip directly to frame 30 and process that?
I'm off to play with particle sources next so we can look at non-flat bottomed clouds or stranger shapes, no doubt back with loads more questions after!
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