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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
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Originally posted by georgi.zhekov View PostHey,
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)
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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,
ZachDual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)
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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
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Originally posted by georgi.zhekov View PostYou 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,
ZachDual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)
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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,
ZachDual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)
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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
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Originally posted by georgi.zhekov View PostFor 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,
Thank you
Regards,
ZachDual Xeon 2690 v3, Asus Z10PE-D8 WS, 64GB, SSD Win10, TitanX(Maxwell)
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