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Active Bodies - How can i link a highres Mesh to a clone?

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  • #31
    Thx, yeah makes all sense, that's why i don't get it haha
    But ahuumm, there is somehting here, whether i'm too stupid right now to see the missing value or checkbox, but even with a new scene, as i said, put the boat in, make a container around it it (not a ocean preset this time!), correct size, active body setup, all good. But the splashes goes through like butter Will make a clip right now, make me nuts!
    Last edited by olika; 15-06-2020, 09:10 AM.
    OLIKA
    www.olika.de

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    • #32
      If you can send it over, it would be even better. Does it have to be a special geometry or can happen with any other shape?
      Svetlin Nikolov, Ex Phoenix team lead

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      • #33
        Send the file right now via mail and here's the front view of it:

        Click image for larger version

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        OLIKA
        www.olika.de

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        • #34
          Looks the same

          Click image for larger version

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          OLIKA
          www.olika.de

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          • #35
            hm now i'm more confused then before hihi
            take a look at the example scene, i just turned on splashes upped the ship a bit so it has more room to fall.
            There's also going the splashes through the surface? Is this intented or should they get killed totally?
            ähm splash is still red

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            OLIKA
            www.olika.de

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            • #36
              can't find any screwed up things, in the heavy scene as in the simple scene.
              I assume, as i throw objects into the water and they have at least some free fall speed when hitting, it seems it just need two substeps to clean it up. Could that be the case? In case that would mean i'm n ot tootally off hahaa
              OLIKA
              www.olika.de

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              • #37
                Oh, great, thanks for the scene! Something fishy is happening indeed, will check it in more detail and will ping you back when I know more
                Svetlin Nikolov, Ex Phoenix team lead

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                • #38
                  Oh ok, it sucks for sure but i have to admit makes me a little proud discovering those wicky wacky things.

                  But also to continue to help out from my side, latest news in the "don't get lost in the sauce" scene:
                  I was not able to prevent myself from continuing dabble with values etc.
                  Found out that the boat hull wasnt completly water tight (hull was but not the motors in the back) Seems it does make difference while simulating, boat is more clean now.
                  Also went through all the trash models (which in the most cases a pretty ugly low poly meshes etc.) and tried to closed them with cap and give shell etc.
                  Seems although i could not clean up everything in the thrash models it seems it helps for the sim.

                  The more important thing i found out is i would say just experience watching the sim develop.
                  I realized that my threshold were off in terms of adding more more up over time.
                  It was like that with the boat, i had to increase the motion influence parameter because of the boat wakes getting bigger and bigger.
                  Therefore also the splash generation threshold. Had it to something like 2, because i was just focusing the first wake of the boat but not the coming ones.
                  Same with the tyflow trash in the water on the side of the barrier. As it starts to tumble around it was generating way to much splashes, so settle down settle down with the values.
                  Since i did calm down everything quite a bit in the scene everything seems to work more stable and seems to sim also quite a bit faster then before.

                  In general, after tonight's night shift, i can say the scene is actually working, sim is going though!
                  What i'm watching on my screen simming right now, is propably the most complex thing my computer ever did, it is really awesome seing all this different parts interacting together in nice way.
                  OLIKA
                  www.olika.de

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                  • #39
                    Sweet, sounds great! Also, check the latest nightly for the splashes fix - the problem was that splashes split into smaller particles just before they died, and the newborn splashes also split, and so they reached quite a depth before they died off, so this was definitely a bug - huge thanks for reporting this!
                    Svetlin Nikolov, Ex Phoenix team lead

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                    • #40
                      Hi Svetlin.Nikolov , cool will do!
                      Also latest sim status here: because of trash parts floating around and up and down, they constantly intersect with the watersurface. To get a clean result there i increased the substeps to 3 now, that cleans up all the other issues anyway
                      2 minutes sim time, still 120 frames to go, hope i can post the sim results today. Eagerly waitng to watch the sim result hehe
                      OLIKA
                      www.olika.de

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                      • #41
                        Holy Moly! It's working! Awesome, boat has bit too much power but i don't bother


                        OLIKA
                        www.olika.de

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                        • #42
                          Alriiight, motion is good!
                          Svetlin Nikolov, Ex Phoenix team lead

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                          • #43
                            Hi Svetlin.Nikolov
                            first off all have a nice weekend!

                            As i'm working like a madman on my "little" fanart project, there's 1-2 little quirks i found.
                            I thought i let you know I have to mention i didn't upgraded to 4.2. yet as i'm in the middle of sims etc. Working on 4.1. Maybe it's already solved

                            - When underwater googles is checked and i turn on motionblur of the vrayphysical camera (cam is going under water) then the fog of the water doesn't work correctly anymore. Maybe i screwed it in my scene with aerial perspective and volume light experiments (which went not so awesome btw...) but maybe you could have look at that one, seems strange behavior to me.

                            - very odd, i have two amd epyc 7702P as renderslaves, pretty exact same setup. When i render my phoenix scenes on it, one of them is way slower. I.e. 10 min rendertime on one is like 40min rendertime on the other. Where could that come from? When i ran a verybenchmark on both of them, the result was the same points. Seems only scenes with phoenix involved behave like that. I have to monitor that in the future days. But did you ever had something like this? i have no clue what could cause this.

                            OLIKA
                            www.olika.de

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                            • #44
                              Hey, about (1), is your camera moving? If this is the case, I think I have an idea what's wrong. But if it's static, will need more info...

                              Regarding (2), hard drive speed and motherboard bus speed can ruin your days even with identical CPUs. Are the motherboard and hard disks identical as well?
                              Svetlin Nikolov, Ex Phoenix team lead

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                              • #45
                                Svetlin.Nikolov thx for fast reply and have a good start into the week.

                                (1) Camera is moving indeed
                                (2) Renderslave setup is 99% identical (it's the same setup maybe there's a different bios version on it or so) but as i said, vraybenchmark is giving me the same results. That makes me wonder what it could be
                                OLIKA
                                www.olika.de

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