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  • Ocean mesh & cap mesh blend

    Hi,

    I was wondering if any other solution than ocean subdivision existed to blend the ocean mesh and the cap mesh.
    I have multiple cameras on my project, this one is the nearest to the ocean surface and shows a really visible difference between the inner grid and outer one (EX1). With ocean subdivision (2.0 --> 6.0) I was able to blend it (EX2) but the RAM usage forces me to decrease the grid resolution to avoid crashes.

    Thx,

    Jonathan

  • #2
    Hey,

    Unfortunately for now this is the only way. If the voxel resolution of the simulator is higher than the resolution of the ocean that is achieved through subdivision, there will be visible difference. We could adaptively decrease the resolution of the simulator in order to correspond to the ocean subdivs, but this could break the simulation mesh in some scenarios. Have to think about this and see how we could change it.

    Cheers,
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Originally posted by Svetlin.Nikolov View Post
      Hey,

      Unfortunately for now this is the only way. If the voxel resolution of the simulator is higher than the resolution of the ocean that is achieved through subdivision, there will be visible difference. We could adaptively decrease the resolution of the simulator in order to correspond to the ocean subdivs, but this could break the simulation mesh in some scenarios. Have to think about this and see how we could change it.

      Cheers,
      Right now the cap mesh appears to immediately subdivide at the border of the ocean mesh. Would there be a way to let users specify some kind of subdivision falloff that would increase ocean mesh subdivisions nearer to the cap mesh, but gradually reduce them for polygons further from the cap mesh?

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      • #4
        Sounds like a good idea, thanks!
        Svetlin Nikolov, Ex Phoenix team lead

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