Originally posted by Svetlin.Nikolov
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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.
Here is it frozen in time.
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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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.Svetlin Nikolov, Ex Phoenix team lead
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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.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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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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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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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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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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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
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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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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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