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  • #16
    It's support@chaosgroup.com

    Thank you,
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

    Comment


    • #17
      I just send the scene file.
      Thanks for the help.

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

      Comment


      • #18
        Hey,

        We have checked the scene and everything seems fine in terms of rendering speed. Though there are a few methods you can try to speed the renders.

        1. In the Particle shader Bubble options you can set the bounces to 0, note that this won't produce the best result if your camera is too close.
        2. You can set the Particle Shaders in Point mode - this would look good if you have enough foam and splash particles and your camera is not really close.
        3. You can render the image in 3 passes - the first one only with the liquid mesh and the Particle shaders disabled, the second one with the liquid mesh disabled, Particle Shaders enabled but rendering only the particles above the liquid surface and the third pass with the particles below the liquid surface and using the Liquid Tint option in the Particle Shader. Once you have those three passes you can bring them back together in a compositing software.
        Georgi Zhekov
        Phoenix Product Manager
        Chaos

        Comment


        • #19
          Originally posted by georgi.zhekov View Post
          Hey,

          We have checked the scene and everything seems fine in terms of rendering speed. Though there are a few methods you can try to speed the renders.

          1. In the Particle shader Bubble options you can set the bounces to 0, note that this won't produce the best result if your camera is too close.
          2. You can set the Particle Shaders in Point mode - this would look good if you have enough foam and splash particles and your camera is not really close.
          3. You can render the image in 3 passes - the first one only with the liquid mesh and the Particle shaders disabled, the second one with the liquid mesh disabled, Particle Shaders enabled but rendering only the particles above the liquid surface and the third pass with the particles below the liquid surface and using the Liquid Tint option in the Particle Shader. Once you have those three passes you can bring them back together in a compositing software.

          Thanks for the tips

          So my slow speed was because of the settings I had.
          So if I want mist I ll put it in point mode too right?

          Regards,
          Zach

          Last edited by Zakkorn; 29-11-2018, 09:41 AM.
          Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

          Comment


          • #20
            Well if Point mode works for you you certainly can use it, you can play around with the Mist settings as well - you can increase the fog voxel size and decrease the density - this will speed the renders as well.
            Georgi Zhekov
            Phoenix Product Manager
            Chaos

            Comment


            • #21
              I tried point mode but it looks bad in comparison to bubble or splash mode.
              Everything looks like white pixels with no feel of volume.

              I don't understand why it take so long

              I see video clips using the ocean with boats, submarines whatever and then I am thinking, if a simple splash takes 15 to 30 mins per frame in my machine, how long it took them for that kind of animation?

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

              Comment


              • #22
                You can take a look how the Fountain and BeachWaves scenes are set up - both are using the Particle Shader in Point mode - https://docs.chaosgroup.com/display/...Example+Scenes
                Generally in order not to look flat the points need a bit higher shadow strength from the Particle Shader options and suitable lighting.

                The bubbles and splashes have reflections and refractions so this creates additional calculations that need to be taken into account - it will look more realistic but in the expense of time.
                A lot of people are using Distributed rendering where there are 2 or more machines rendering the same scene in order to speed things up.
                Georgi Zhekov
                Phoenix Product Manager
                Chaos

                Comment


                • #23
                  Originally posted by georgi.zhekov View Post
                  You can take a look how the Fountain and BeachWaves scenes are set up - both are using the Particle Shader in Point mode - https://docs.chaosgroup.com/display/...Example+Scenes
                  Generally in order not to look flat the points need a bit higher shadow strength from the Particle Shader options and suitable lighting.

                  The bubbles and splashes have reflections and refractions so this creates additional calculations that need to be taken into account - it will look more realistic but in the expense of time.
                  A lot of people are using Distributed rendering where there are 2 or more machines rendering the same scene in order to speed things up.

                  I have to admit that I was wrong on my previous post.
                  I was ready today to write a post about it but you got me first.

                  Yesterday I examined the beach waves sample.
                  And there I began to realize how the point shader works
                  So you were absolutely correct, because a few hours ago (I had my pc render all night with point shaders and better adjusting)
                  I found that the speed was much better and the looks were similar (to the one I had with with bubbles and splashes shaders).
                  I am talking about 3 times faster (from 18 hours to 6,5)

                  Thus the answer is whenever someone do Ocean sims and has the camera in an appropriate distance should use point shaders.

                  Thanks again for your help

                  Now I have another question
                  How can I use a wind warp to make the splashes move according to wind but also to be in sync with the infinite ocean waves? (Because the wind wiil affect the liquid pool as well)

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

                  Comment


                  • #24
                    If you use the Phoenix Plain Force (which is Phoenix's version of wind force) you can set it to affect only the Mist or the Splashes.
                    Georgi Zhekov
                    Phoenix Product Manager
                    Chaos

                    Comment


                    • #25
                      Originally posted by georgi.zhekov View Post
                      If you use the Phoenix Plain Force (which is Phoenix's version of wind force) you can set it to affect only the Mist or the Splashes.
                      Oh Great, thanks
                      Dual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)

                      Comment


                      • #26
                        I placed a Plain Force.
                        On the Affect field I put Air
                        I have Simulate Air Effects on.
                        Max crashes to desktop

                        If I type Splashes,Foam,Mist
                        I cant see any influence on the particles

                        ??

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

                        Comment


                        • #27
                          For the crash make sure to get a latest nightly build - here is how to get one - https://forums.chaosgroup.com/forum/...nightly-builds
                          If the crash still reproduces with the nightly build - please send the scene over at support@chaosgroup.com

                          If your Plain Force is in front of the simulator make sure to turn on the Apply Force Behind Icon - this way the force will be applied behind the helper icon.
                          You might need to increase the Strength and decrease the Drag as well.

                          Thanks,
                          Georgi Zhekov
                          Phoenix Product Manager
                          Chaos

                          Comment


                          • #28
                            Originally posted by georgi.zhekov View Post
                            For the crash make sure to get a latest nightly build - here is how to get one - https://forums.chaosgroup.com/forum/...nightly-builds
                            If the crash still reproduces with the nightly build - please send the scene over at support@chaosgroup.com

                            If your Plain Force is in front of the simulator make sure to turn on the Apply Force Behind Icon - this way the force will be applied behind the helper icon.
                            You might need to increase the Strength and decrease the Drag as well.

                            Thanks,
                            With the latest build as you said it worked no crash.
                            Thank you

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

                            Comment

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