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  • Ocean questions

    1st question:
    Is this rectangle shape of water unavoidable?
    I mean I have to make the grid much larger so not have this, or I am doing something wrong?
    Because this happens as the water surface goes up for some reason.
    I only had one sphere object emerge from underneath, but somehow made the whole surface of the grid to go up for a few centimeters.
    Is there anyway to avoid situations such as this?

    2nd question:
    If you read my signature I am using a Dual Xeon 2690 v3 (2600MHz boosted @ 3100MHz) to render my projects.
    The problem is that this image took about 16mins (1280x720). Is the foam and splashes so slow to render?
    If I revert the foam and splash shaders to be rendered as Geometry it takes far less but it doesnt look right. (the foram is missing or it looks so bad that is like its missing)
    And the explanation in the help of Phoenix says that when you render as Volumetric (thus no rendered as geometry) it takes less time.
    Again Something is wrong.

    Can someone help me?

    Regards,
    Zach
    Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

  • #2
    Play with rendering->ocean level. Should match initial fillup +-. About rendertimes - max aa kills rendertimes, would be great to have separate per shader max aa mult, but I don't think it is possible for now...
    I just can't seem to trust myself
    So what chance does that leave, for anyone else?
    ---------------------------------------------------------
    CG Artist

    Comment


    • #3
      Regarding the liquid hitting the top of the simulator - this happens because the ocean preset adjusts the scene scale parameter of the simulator so it would act like the geometry inside it is as big as a ship. You beed to decrease the simulator's scene scale so the wave won't rise like a meteor inpact and would fall more quickly instead.

      On render times - what are your particle counts? (can check them under the simulation rollout)
      Svetlin Nikolov, Ex Phoenix team lead

      Comment


      • #4
        Originally posted by Paul Oblomov View Post
        Play with rendering->ocean level. Should match initial fillup +-. About rendertimes - max aa kills rendertimes, would be great to have separate per shader max aa mult, but I don't think it is possible for now...
        The initial fill up is exactly the same with the ocean level rendering level.
        This "issue" appears slowly while the object emerges from underneath, so its more like the whole area of the liquid follows the object up for a few centimeters much like a wave.



        Originally posted by Paul Oblomov View Post
        Play with rendering->ocean level. Should match initial fillup +-. About rendertimes - max aa kills rendertimes, would be great to have separate per shader max aa mult, but I don't think it is possible for now...
        I have to try the scene scale its 1.0 at the moment.
        Now about the particles
        Liquid is 20 133 687
        Foam is 539 272
        Splashes is 58 013

        Are these a lot? to justify 16mins per frame on a Dual Xeon with 48 threads?
        I really have no idea as this is my 1st attempt on oceanic sims


        Regards,
        Zach
        Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

        Comment


        • #5
          well... then check if you are using adaptive grid. also rendertimes lower, when you disable ocean?
          I just can't seem to trust myself
          So what chance does that leave, for anyone else?
          ---------------------------------------------------------
          CG Artist

          Comment


          • #6
            Originally posted by Paul Oblomov View Post
            well... then check if you are using adaptive grid. also rendertimes lower, when you disable ocean?
            I am not using adaptive grid
            And the render times are much faster without foam and splashes.

            @Svetlin.Nikolov I reduced the scene scale (was 2.2 tried 1.0 and 0.5) to 0.1 and still have the same rectangle ocean appear.
            What am I doing wrong?
            Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

            Comment


            • #7
              So can anyone please help me why I have this rectangle surface or how can I avoid it?

              Regards,
              Zach
              Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

              Comment


              • #8
                Yup - adjust your ocean level not so that it's equal to the initial fillup, but so that you don't see the square - this is why they are two separate options. Check the docs on Ocean Level for more info: https://docs.chaosgroup.com/display/...quid+Rendering

                The render time you got is definitely very bad - are you using GI, or motion blur? If you render much faster without foam and splash, then go to their particle shaders and increase the Light Cache Speedup option.

                Cheers!
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #9
                  @Svetlin.Nikolov So we have to animate the ocean level to adjusted it accordingly?
                  Because at the beginning of the simulation the level is fine as gradually the object emerges it makes the surface level of the sim to raise till it reaches a final position about 3 points higher.

                  About the render times.
                  I tried the Light Cache Speedup as you said but it made it worst.
                  At 0.9 Light Cache the render was 8:31
                  and at 0.999 (highest) it was 11:25

                  So I don't understand why I have so low render speed. And yes I am using GI (Lightcache - Brute Force)

                  Regards,
                  Zach
                  Last edited by Zakkorn; 22-11-2018, 01:23 PM.
                  Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

                  Comment


                  • #10
                    Don't animate the ocean level, as the docs say. You better leave some frames of simulation before the animation starts, so the ocean can settle.

                    Could you also share the simulator sizes from the Grid rollout's X, Y and Z axes - there will be text labels that show the dimensions of the simulator in world units, affected by the Scene Scale parameter.
                    Svetlin Nikolov, Ex Phoenix team lead

                    Comment


                    • #11
                      @Svetlin.Nikolov At last now I understand why this surface issue happened. God bless you Svetlin!.
                      All this time I thought that the object triggered, as it emerged, the surface to go up. Not that the liquid has to settle its volume first.
                      How stupid I am. :P

                      Now the second problem.
                      Why I am so slow.
                      In the image below you can see the grid settings. (its a new simulation)
                      And the image with the splash took 10:21 to render.
                      Just a while ago observing the beach waves sample, I noticed that the in Foam shader you had the size multiplier reduced.
                      I tried this on mine and find out that for some reason if I reduce the foam size multiplier on the particle shader I have faster rendering speed. But the image its the same.
                      Why is that. I would expect to see the foam in smaller size. But its the same.
                      Is this the right way to reduce rendering speed?

                      Regards,
                      Zach

                      PS I have to check the other thread as well about the daredevil intro tentacles :P

                      Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

                      Comment


                      • #12
                        Hmm, interesting.. Are you rendering in Point or Bubbles/Splashes mode?
                        Svetlin Nikolov, Ex Phoenix team lead

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                        • #13
                          Bubbles and Splashes
                          I used the automatic setup for the ocean and played a little bit on it.
                          Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

                          Comment


                          • #14
                            Could you send over the scene so we could profile it and see what is taking so long?

                            Thanks!
                            Svetlin Nikolov, Ex Phoenix team lead

                            Comment


                            • #15
                              Originally posted by Svetlin.Nikolov View Post
                              Could you send over the scene so we could profile it and see what is taking so long?

                              Thanks!
                              Sure.
                              Could you please remind me the email?

                              Regards,
                              Zach
                              Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

                              Comment

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