Hi all,
I'm in the process of setting up a mid scale waterfall and am hoping I could get some pointers for setup and render optimisation.
I've not done anything like this with Phoenix before so don't have a benchmark for what reasonable sim and render times should be either but I'm aiming for something similar to these:
https://vimeo.com/130328238#t=20s
https://vimeo.com/141040510#t=2s
Or Ivaylo’s Phoenix waterfalls, https://vimeo.com/129956368 for example.
Here's a screengrab of my scene file (rocks in the final sim will be more detailed). The fluid emitters, one box for each side of the waterfall, are underneath the blue ledges, I thought doing this would allow the fluid to rise up within the blue container and settle to become less turbulent by the time it reaches the lip of the waterfall.
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Currently only using 1 grid although I've done some simple cascade tests to get familiar with that feature incase it's a better solution.
Grid size is non adaptive, 50 x 52.5 x 75m, scene scale is 1 and cell size is 25cm, giving 12.6M cells. I used the default waterfall preset for the initial setup and most settings are still at their default values.
Does this seem like a reasonable starting point, in terms of grid and cell size, etc?
There're a few technical constraints I'm working to:
I need to render out a seamlessly looping sequence, around 10-15s. I’ve used the loop re-time feature with smoke already so assume it’s the same here? Also assuming foam/mist/spray are looped seamlessly too? I'm planning to run up pre-roll of 30s and then render out 30s-45s on the timeline.
I've been running tests at 24fps for quicker iterations but need to render the final version at 60fps. Am I correct in thinking the sim data needs to be at the target fps for looping? For example, I'd need to have the sim data at 60fps before I could loop it correctly, I couldn't retime a 24fps sim by changing the Play Speed value to 0.4 and loop it at the same time? I've tried that with smoke sims previously and had unexpected results.
I need to render out the waterfall in 2 passes; fluid surface (beauty, alpha, world normals) and foam/mist/spray (beauty, alpha). Is there an optimal way to achieve this from a single sim? Material swaps? State sets?
Thanks in advance for any help.
I'm in the process of setting up a mid scale waterfall and am hoping I could get some pointers for setup and render optimisation.
I've not done anything like this with Phoenix before so don't have a benchmark for what reasonable sim and render times should be either but I'm aiming for something similar to these:
https://vimeo.com/130328238#t=20s
https://vimeo.com/141040510#t=2s
Or Ivaylo’s Phoenix waterfalls, https://vimeo.com/129956368 for example.
Here's a screengrab of my scene file (rocks in the final sim will be more detailed). The fluid emitters, one box for each side of the waterfall, are underneath the blue ledges, I thought doing this would allow the fluid to rise up within the blue container and settle to become less turbulent by the time it reaches the lip of the waterfall.
Currently only using 1 grid although I've done some simple cascade tests to get familiar with that feature incase it's a better solution.
Grid size is non adaptive, 50 x 52.5 x 75m, scene scale is 1 and cell size is 25cm, giving 12.6M cells. I used the default waterfall preset for the initial setup and most settings are still at their default values.
Does this seem like a reasonable starting point, in terms of grid and cell size, etc?
There're a few technical constraints I'm working to:
I need to render out a seamlessly looping sequence, around 10-15s. I’ve used the loop re-time feature with smoke already so assume it’s the same here? Also assuming foam/mist/spray are looped seamlessly too? I'm planning to run up pre-roll of 30s and then render out 30s-45s on the timeline.
I've been running tests at 24fps for quicker iterations but need to render the final version at 60fps. Am I correct in thinking the sim data needs to be at the target fps for looping? For example, I'd need to have the sim data at 60fps before I could loop it correctly, I couldn't retime a 24fps sim by changing the Play Speed value to 0.4 and loop it at the same time? I've tried that with smoke sims previously and had unexpected results.
I need to render out the waterfall in 2 passes; fluid surface (beauty, alpha, world normals) and foam/mist/spray (beauty, alpha). Is there an optimal way to achieve this from a single sim? Material swaps? State sets?
Thanks in advance for any help.
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