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ship/ocean Classic (Semi-Lagrangian) simulation

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  • ship/ocean Classic (Semi-Lagrangian) simulation

    Hi All,

    I'm am new to Phoenix FD, learning it on the fly.
    Started a simulation from scratch following the YouTube ship tutorial.
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    Here is what I got: https://vimeo.com/173951999

    Can someone please help me figure out:
    1. are these flaying particles or sampling issue?
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    2. how much more I can/should adjust those settings:
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    3. what make the splashes shooting up like this and how can I fix it:
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    4. is there a way to fix the flickering ocean background.
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    I tested a FLIP sim whit a nightly few weeks ago and the ocean texture had subdives the rendering menu. cant find such in v2.2

    Thanks for your help in advance. Any tip, advise, suggestion will be highly appreciated

    Cheeers

  • #2
    1. looks like flying particles
    2. you can decrease the air friction, i suppose this is the reason for point 1
    3. this is perhaps the bigger drawback of the old core, it is actually the fire/smoke core and it uses voxelized representation of the geometry
    4. the subdivision parameter is present in 2.2 too, just the name is different, it's "skyline subdiv"
    ______________________________________________
    VRScans developer

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