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  • noisy water

    hi if you look at the video (many slide the timer slowly) you will see perfectly smooth water and then water gets very noisy like there is a turbulence but there is no turbulence. How do i get rid of noisy looking water. I know robot is mooving in the water by why noise is through out the whole room. We are using fill box and for some reason water never settles to 100% still and smooth. Thanks
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  • #2
    are you using vray sun? it could be the specular from it that causes the noise.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      Originally posted by Morbid Angel View Post
      are you using vray sun? it could be the specular from it that causes the noise.
      hi i am using octane. If you look at the image you can see tiny bumps all over the actual mesh that never settles and water is always noisy. Maybe 5 SPF is not enough ? But I tried with 20 FPS and still similar Thank you!

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      • #4
        Yeah that looks weird I'm not sure what it is any vector displacement on the fluid?
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

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        • #5
          Originally posted by Morbid Angel View Post
          Yeah that looks weird I'm not sure what it is any vector displacement on the fluid?
          no. i looked at the velocity channel and it shows a lot of velocity in the liquid for some reason. Maybe from the fill box. Maybe because I am using the older version 3.04 unfortunately 3.05 octane does not support yet

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          • #6
            Hey,

            It's not really that mush velocity - in the channel range you can see it goes from 0 to 5, where 5 is voxels per second - the preview automatically adjust because of the Auto Range, so it can show you reach data.

            Give a latest nightly a shot - there were several changes involving border conditions, so the higher velocities on the simulator walls might go away.

            However, I know of an effect where if you leave static FLIP liquid long enough, it would start creating some patterns which I think I know how to suppress, but with a latest nightly there should be at least some improvement.

            Another thing I'd suggest would be to try and raise the grid resolution - 1.5M is quite low right now and boosting it to 10-20M will change the behavior, hopefully in a better way.

            Hope this helps, cheers!
            Svetlin Nikolov, Ex Phoenix team lead

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