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Liquid mesh smoothing
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Hey,
Basically the smoothing in the Input panel would work for liquids and fire/smoke, regardless whether you are rendering in mesh/isosurface or volumetric mode. The mesh smoothing will work specifically for the Mesh render mode, because the mesh needs special attention in order not to lose some features you might not want to get lost
Cheers!Svetlin Nikolov, Ex Phoenix team lead
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The content smooth works on the grid content and modifies it every time when a frame is loaded, in general it's older than the mesh smooth and if you just need to smooth the liquid surface, better use the mesh smooth.
Unlike the content smooth, the mesh smooth modifies the mesh built on the current grid content, stretching it like a rubber. The best way is to use particle based mesh smooth, that allows not only to have smooth surface, but also to make the liquid sheets thinner.______________________________________________
VRScans developer
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How would one go about creating a very thin but high quality meshing for liquids? When going with a very small particle size there's some issues with the overall meshing that makes it unusable. Of course, if i could avoid meshing stuff in Frost, the better...
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i see now.
not sure that it's exactly grid artifacts, it looks more like order - break artifacts.
let me explain more, the initial fill up creates the particles ordered, because our first attempt with randomly placed particles shown bad results, the surface was too rough even after smoothing.
so, we changed the way we create the particles, they are ordered now, this produces perfectly flat surface, but the order can't continue its existence after the deformation and exactly the moment when it disappears produces these artifacts.
try to increase the smoothness to 20 or even 50, if this does not hide the artifacts, you have to resolve the problem by the traditional way - selecting such lighting and environment that make the problems invisible______________________________________________
VRScans developer
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Originally posted by Ivaylo Katev View Posti see now.
not sure that it's exactly grid artifacts, it looks more like order - break artifacts.
let me explain more, the initial fill up creates the particles ordered, because our first attempt with randomly placed particles shown bad results, the surface was too rough even after smoothing.
so, we changed the way we create the particles, they are ordered now, this produces perfectly flat surface, but the order can't continue its existence after the deformation and exactly the moment when it disappears produces these artifacts.
try to increase the smoothness to 20 or even 50, if this does not hide the artifacts, you have to resolve the problem by the traditional way - selecting such lighting and environment that make the problems invisible
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