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  • #16
    Yeah, same thing. CPU also produce artifact. Where should i send the scene to again? I don't have to send the .aur file right? You can simulate it on your end. Because it's 16GB and I don't have wetransfer pro or anything haha.
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    • #17
      You can use the form here - https://www.chaosgroup.com/help/cont.../scene#options

      As for the caches - just a single cache file should do - no need to send the whole sequence. If the space is a problem our support guys will provide you with an ftp location where you can upload the cache file.

      Thanks a lot!
      Georgi Zhekov
      Phoenix Product Manager
      Chaos

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      • #18
        Oh right, I forgot that each cache carries the necessary info. Ok thanks! I will get in touch with support. Thanks a lot for your help, Georgi and Svetlin!

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        • #19
          We reproduced the issue on our side as well, we will update the thread when we find out what is going.

          Thanks!
          Georgi Zhekov
          Phoenix Product Manager
          Chaos

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          • #20
            Hey,

            Here is some info that should help as a workaround.

            For the small bubbly artifacts, lowering the Isosurface level in the Rendering rollout seems to help. Try with something like 0.1 (play around with the value to see what works best for you).

            As for the overlapping issues - your simulators are indeed overlapping. What mislead you is that the cache preview is disabled, but if you enable the cache preview you will notice that the cache bounding box is bigger than the empty simulator. In order for the merged ocean to work correctly the grids shouldn't overlap. So try to move the simulators away from each other so that they won't overlap.

            Hope this helps!
            Georgi Zhekov
            Phoenix Product Manager
            Chaos

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            • #21
              Wow, thanks for the speedy reply, Georgi.

              0.1 isosurface fixed it. Thanks a lot.

              For the overlapping, thanks for discovering that. I had totally forgotten I have adaptive grid turned on. In hindsight, it's not a very good idea if the simulator should not overlap. It's difficult to measure because they expand over time. I will need to redo the sim with adaptive off.

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              • #22
                Oh, with ocean sims, adaptive grid can easily lead to bad results, it's surprising that it did the job for you. I was thinking about adding a warning message for such cases.
                Svetlin Nikolov, Ex Phoenix team lead

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                • #23
                  Yeah, now that you mention it.... I turned it on because i was trying to experiment with having it being adaptive and resizing appropriately to reduce cell count, but clearly I did not think that through. I lucked out. A warning message would be good to have/including this info in the documentation for adaptive grid section.

                  The oceanpriority setting would be nice to be included in the doc as well. I had trouble grasping it because while it's mentioned, it does not mention that it's a feature in Phoenix 4.40, nor does it explain that higher number means higher priority. My first instinct would be like backburner priority where higher number means less priority, or like tyflow, where you have evaluation priority and 1 means it will be evaluated before 2. Maybe a more technical mind would understand it immediately, but not me haha.

                  But kudos to you guys for helping. That was a smooth and reactive support. Cheers.

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                  • #24
                    Hey, we just edited the docs so hope they make more sense now Looking forward to the completed animation!

                    Cheers!
                    Svetlin Nikolov, Ex Phoenix team lead

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