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Can we get more details on your waterfall scene?
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i got the geometry from paul oblomov, he was trying to simulate a waterfall, hitting may problems. i spent some time to this scene, trying different setups and the more important changing the splash system.
about the settings, the title of the video "spr5 mist5 split03 fff01" contains the most important, here is the meaning
first, all the scenes are made with affect liquid =1, this will be the default value, it means that the liquid, splash, and mist can be converted in each other, actually the liquid is split into three particle groups, you can see this as kind of adaptive resolution
spr5 - splash birth rate 5. this means each liquid particle is turned into 5 splash particles when satisfies the conditions for this.
mist 5 means each splash particle will be split into 5 mist particles after certain time.
split03 this controls the split speed, i.e. how fast the splash particles are converted into mist.
fff01 means "by free fly=0.1" this parameter controls how important is the free fly of the liquid for the decision whether to be converted into splash or not. 0 means totally ignored, 1 means absolutely obligatory, 0.1 is relatively low value, because of this this waterfall has less splash then the other videos.______________________________________________
VRScans developer
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yes, the entire waterfall is rendered with the particle shader, the liquid particles in splash mode the mist particles in point mode, the splash particles i tried in both the modes, in splash mode you get better transition on the waterfall edge, but is slower.______________________________________________
VRScans developer
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Ivaylo Katev is this possible for you to dig up that sample file or upload something that uses this approach?
Thanks.
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If you guys can show what you are getting and your settings, we would be able to help much quicker than preparing a new scene that might not fit what you envision. A lot has changed since the original setup from the thread was made, so even if it's found, it would most likely simulate quite differently.Svetlin Nikolov, Ex Phoenix team lead
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