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  • #46
    Originally posted by Svetlin.Nikolov View Post
    Regarding sparse sims - they are about 30% slower than a dense grid of the same size. We measured this with VDBs compared to AUR, and also with AUR compared to our own prototype sparse implementation. So in order for a sparse simulation to make sense, it would need at least 30% of the grid volume to be unused, which is rarely the case because even if you don't see the velocities, they make a hell of a difference to the end result of the simulation. So a good example of a practical case where sparse sims would help would be a T-shaped simulation, such as a rocket launch.
    Interesting. That is using some sort of tree structure I take it (octree or whatever)? According to some articles I saw supposedly that is faster than pointer de-referencing, which I thought was interesting, but I guess it makes sense. I guess the VDB folks are still trying to find ways to optimize further. But RAM is pretty cheap these days; so more is probably the better solution.

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    • #47
      I am getting somewhere. Working on blur is a headache. Too much blur and it looks bad, too little, and it looks almost as bad.

      Click image for larger version

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      Bobby Parker
      www.bobby-parker.com
      e-mail: info@bobby-parker.com
      phone: 2188206812

      My current hardware setup:
      • Ryzen 9 5900x CPU
      • 128gb Vengeance RGB Pro RAM
      • NVIDIA GeForce RTX 4090 X2
      • ​Windows 11 Pro

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      • #48
        Originally posted by Joelaff View Post

        Interesting. That is using some sort of tree structure I take it (octree or whatever)? According to some articles I saw supposedly that is faster than pointer de-referencing, which I thought was interesting, but I guess it makes sense. I guess the VDB folks are still trying to find ways to optimize further. But RAM is pretty cheap these days; so more is probably the better solution.
        With a dense grid, you just know the next voxel is always 1 index ahead or behind, but with a dense grid, yeah, it could be a tree or some other sort of spatial arrangement, but calculating the neighbor index is inevitably slower...
        Svetlin Nikolov, Ex Phoenix team lead

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        • #49
          How do I decrease the velocity of the falling rain? My client wants the water to run down and over the gutter closely.

          The water "material" looks 100% real. What's not working is that it doesn't appear to follow the contour or surface of the gutter. It almost looks like it's on the lease. I did a little real-life experiment by spraying water on a white surface to compare. I'll post that image for reference.
          Click image for larger version

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          Bobby Parker
          www.bobby-parker.com
          e-mail: info@bobby-parker.com
          phone: 2188206812

          My current hardware setup:
          • Ryzen 9 5900x CPU
          • 128gb Vengeance RGB Pro RAM
          • NVIDIA GeForce RTX 4090 X2
          • ​Windows 11 Pro

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          • #50
            basically fewer drops - any help?

            I think if we pull back the “number” of droplets altogether, we’ll be good to go.
            Bobby Parker
            www.bobby-parker.com
            e-mail: info@bobby-parker.com
            phone: 2188206812

            My current hardware setup:
            • Ryzen 9 5900x CPU
            • 128gb Vengeance RGB Pro RAM
            • NVIDIA GeForce RTX 4090 X2
            • ​Windows 11 Pro

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            • #51
              Hey,

              If there are large and small droplets, then you might use the Surface Level option in the rendering rollout - raising it would shrink the liquid droplets, lowering it will make the droplets larger. A similar effect might be achieved using the Grid Chanel Smoothing in the Input rollout if you enable it for the Liquid channel - this would remove the smaller droplets and keep the larger ones.

              You might also try adding some Mesh Smoothing in the Rendering rollout and then enable Use Liquid Particles and change the particle radius.

              These are the methods I can think of for modifying the liquid at render time, without needing to simulate again.

              If I understand correctly, if you want to slow down the liquid, you could use a Drag force during the simulation, but again there is a way to do this at render time - you can slow down the entire animation from the Input rollout's Play Speed.

              Cheers!
              Svetlin Nikolov, Ex Phoenix team lead

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              • #52
                I am still struggling. They just want the water droplets to be spread out more. Right now there is a drop every square inch, and they want to triple that distance. Maybe it isn't what rain does, but it is what they want. A downpour on your windshield... it covered your windshield with running water. When it drizzles, you can see the drop hit the windshield and run down it.
                Bobby Parker
                www.bobby-parker.com
                e-mail: info@bobby-parker.com
                phone: 2188206812

                My current hardware setup:
                • Ryzen 9 5900x CPU
                • 128gb Vengeance RGB Pro RAM
                • NVIDIA GeForce RTX 4090 X2
                • ​Windows 11 Pro

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                • #53
                  Try using a map to control the emission. If you use a noise map with the default white and black you can adjust the low cutoff value to make more of the area of the texture black thereby spacing out the emission more.

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                  • #54
                    I went through all of the settings and I am seeing no way to use a map to drive the particles. Where do I look?
                    Bobby Parker
                    www.bobby-parker.com
                    e-mail: info@bobby-parker.com
                    phone: 2188206812

                    My current hardware setup:
                    • Ryzen 9 5900x CPU
                    • 128gb Vengeance RGB Pro RAM
                    • NVIDIA GeForce RTX 4090 X2
                    • ​Windows 11 Pro

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                    • #55
                      Are you using Phoenix for the rain particles? If so you would have a PHX Liquid Src. In there you can set a map for the outgoing velocity (which would stop particles from appear if zero/black).

                      Yours will of course have something under "Emitter Nodes."

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                      • #56
                        This is so time consuming! When I try a Noise or Cellular, it doesn't seem to tile. Only part of my emitter is being used. What am I doing wrong?
                        Bobby Parker
                        www.bobby-parker.com
                        e-mail: info@bobby-parker.com
                        phone: 2188206812

                        My current hardware setup:
                        • Ryzen 9 5900x CPU
                        • 128gb Vengeance RGB Pro RAM
                        • NVIDIA GeForce RTX 4090 X2
                        • ​Windows 11 Pro

                        Comment


                        • #57
                          Maybe the scale of the noise is way too big and it is causing emission in one spot. I find applying the noise to the object to view in the viewport helps (give the emitting object a UV map and use Explicit Map channel for the noise rather than the default Object Scale so you can see if properly). Depending on your object and scene scale etc. this might end up with a scale of something like 0.0001 to 1000. Don't be afraid to make big changes in scale until you can see the noise in the viewport.

                          If you don't want to take the moment to set it up with the UVs so you can see the scale in the viewport (highly recommended) then you will have to play with the scale until you can tell it is working. I usually alter the scale of the noise by a factor of 10 or 0.1 until I get it to start showing results. Then you can tune it from there.

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                          • #58
                            I didn't know you can apply a UV map to the emitting object. I'll start there. Thank you!
                            Bobby Parker
                            www.bobby-parker.com
                            e-mail: info@bobby-parker.com
                            phone: 2188206812

                            My current hardware setup:
                            • Ryzen 9 5900x CPU
                            • 128gb Vengeance RGB Pro RAM
                            • NVIDIA GeForce RTX 4090 X2
                            • ​Windows 11 Pro

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                            • #59
                              I guess it depends on the object, but for geometry you can of course. I think you can even see the texture on some helpers.

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