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Ocean reflections in reflective objects

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  • Ocean reflections in reflective objects

    Is there any way to enable ocean to be reflected in reflective objects. Currently all i can see is the ocean mesh of the simulation in any object, and nothing extending beyond this. i.e no ocean to the horizon in reflections. Ive tried suggestions on google to create large plane and then apply displacement to normal map to it, to simulate ocean going to horizon, but obviously this is not ideal, especially if animation move around objects in the object sim. Is there something in setting of the ocean to make it reflective in objects? thanks

  • #2
    Hey, yes indeed, the Phoenix ocean mesh is created only.in the camera view by default. You can make ot extend more by increasing the off screen margin option, but beware of high ram usage. If memory starts going too high, then reduce the ocean subdivs option.

    Hope this helps, cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Hi there,
      There's a quite a problem I encounter and I use all kids of dirty old school tricks. The off screen margin extends the plane left and right of the camera but never behind the camera. What I do is make another plane, make a cutout of the the Phoenix FD simulator (which was generated from the camera view) so I end up with a weird polygon surgery situation. But I see no other way of doing this

      Also, why is phoenix internal displacement so so memory intensive compared to Vray's one for example ? I can't render above 2500px height or so with Phoenix because calculation takes ages or I run out of RAM, but Vray can handle it like a boss!

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      • #4
        Can the V-Ray displacement generate a mesh in the viewport, blending with the fluid?
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Originally posted by Svetlin.Nikolov View Post
          Can the V-Ray displacement generate a mesh in the viewport, blending with the fluid?
          Hi there! I'm really sorry if I sounded condescending, totally far away from my intention. I'm just trying to understand how it works and what is the solution to render high resolutions like 4000px, because at the moment this is not possible. Lowering the ocean subdivisions to 1-1.5 gives poor results. Higher than that and it goes out of RAM . Of course Vray displacement doesn't do that, but I was thinking to try and add the Vray displacement on top of the mesh, but I get a lot of artifacts at the AFT part of the ship, where the water turbulence is high.

          I'm curious, why isn't Vray handling the displacement on top of a clean (smooth surface) generated ocean mesh by Phoenix?

          Thanks!

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          • #6
            You can totally do that right now. Just turn off the Phoenix displacement in the Rendering rollout and Phoenix will generate a flat plane. Then you can put V-Ray displacement modifier on top of this.

            However, since reducing the ocean subdivs IS the recommended way to deal with high memory usage, would it be possible to share the results you are getting just to make sure we are on the same page. It's not rare to have something completely different going on in reality, while some abstract matters are being discussed.

            Cheers!
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              Is off screen margin limited to 200% or is just the version I'm using (PhoenixFD Maya 4.30.00)? I'm not sure, but I think I pushed it above 200% some months ago.
              www.mirage-cg.com

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              • #8
                Ah indeed, it's limited to 200%. Will increase it to 500% for tomorrow's nightlies.
                Svetlin Nikolov, Ex Phoenix team lead

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                • #9
                  Thanks a lot Svetlin ! I will test that
                  www.mirage-cg.com

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                  • #10
                    Thank you for increasing the limit Svetlin. I downloaded today's built and it works well, so far.
                    www.mirage-cg.com

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                    • #11
                      Woohoo! As a completely unrelated side note, I also made 15-20 3ds Max Simulator parameters animatable, which weren't before - many of them controlling the Foam and Splash, such as the Affect Liquid option. Also allowed the Scene Scale parameter under the Grid rollout to be animated in 3ds Max (all these parameters were animatable all along in Maya). I wondered what could go wrong if you animate the Scene Scale to change in the middle of the simulation and I am yet to try it, but it would allow for some interesting hacks...
                      Svetlin Nikolov, Ex Phoenix team lead

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