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  • Ocean and other renderers

    Hi We are using octane to render. Is there any tutorial how to create a ship that is going across the ocean and generating waves and foam that go beyond the grid. We know how to create foam and waves but how do we blend edges of the grid with the endless ocean if we have Octane? Thanks

  • #2
    Hey,

    I'm trying Octane 3.06.4 - 4.41 and the Phoenix infinite ocean seems to be rendered correctly - it does extend to the horizon properly. Is this not working in the Octane version you are using? Maybe until the rendering of fire/smoke compatibility is restored in a new Octane version, you could use a new Octane for oceans and an old Octane for fire/smoke?

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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

      I'm trying Octane 3.06.4 - 4.41 and the Phoenix infinite ocean seems to be rendered correctly - it does extend to the horizon properly. Is this not working in the Octane version you are using? Maybe until the rendering of fire/smoke compatibility is restored in a new Octane version, you could use a new Octane for oceans and an old Octane for fire/smoke?

      Cheers!
      Hi Thank you for your help. I attached the scene.
      These are the problems I have:
      1. Mesh is not visible in viewport even though show mesh is on.

      2. There is a bump where grid ends.

      3. How can I have wavy ocean (inside the grid and outside) if I use octane and cannot use vray ocean map

      4. How to have seamless transition from the grid to the ocean.

      Thank you





      Attached Files

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      • #4
        I got it working thank you. I thought before phoenix textures do not work with octane at all

        Comment


        • #5
          Yay! The ocean tex is working for Phoenix's Ocean Mesh displacement mode because Phoenix communicates with it directly and it doesn't go through the GPU For example, if you try to use it as some other kind of displacement map, it probably won't work.
          Svetlin Nikolov, Ex Phoenix team lead

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          • #6
            Originally posted by Svetlin.Nikolov View Post
            Yay! The ocean tex is working for Phoenix's Ocean Mesh displacement mode because Phoenix communicates with it directly and it doesn't go through the GPU For example, if you try to use it as some other kind of displacement map, it probably won't work.
            Thank you for explaining

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            • #7
              Originally posted by Svetlin.Nikolov View Post
              Yay! The ocean tex is working for Phoenix's Ocean Mesh displacement mode because Phoenix communicates with it directly and it doesn't go through the GPU For example, if you try to use it as some other kind of displacement map, it probably won't work.
              And three more questions:

              1. Why does control by the wind creates strange waves that do not match the boat movement.

              2. Why on the other side of the ocean displacement is so stretched? is it normal.

              3. Why does foam fly up. There is no air friction in 3 like it was in 2.2

              Thanks
              Attached Files
              Last edited by cb LLC; 06-03-2018, 08:32 PM.

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              • #8
                Hey,

                The ocean mesh is generated from the camera view, so the farther away you get from the camera, the larger the polys will become. If you rotate the viewport, the ocean will not be generated again otherwise you will get huge lag, but during rendering it should be generated per each frame. Are you using production rendering when you get the large polys, or is it active shader or some other form of interactive rendering? It look like for some reason it doesn't cause the ocean to think rendering has began, so it's not generated again.

                The wind speed is just another way to control the magnitude of the waves. I think you need to experiment with the Displacement fadeout options and suppress the displacement close to the geometry - https://docs.chaosgroup.com/display/...g-Displacement

                Not sure about the foam flying off so high though - can you try setting B2B interaction and Pattern Strength to 0 to see if this changes the behavior?

                Cheers!
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #9
                  Originally posted by Svetlin.Nikolov View Post
                  Hey,

                  The ocean mesh is generated from the camera view, so the farther away you get from the camera, the larger the polys will become. If you rotate the viewport, the ocean will not be generated again otherwise you will get huge lag, but during rendering it should be generated per each frame. Are you using production rendering when you get the large polys, or is it active shader or some other form of interactive rendering? It look like for some reason it doesn't cause the ocean to think rendering has began, so it's not generated again.

                  The wind speed is just another way to control the magnitude of the waves. I think you need to experiment with the Displacement fadeout options and suppress the displacement close to the geometry - https://docs.chaosgroup.com/display/...g-Displacement

                  Not sure about the foam flying off so high though - can you try setting B2B interaction and Pattern Strength to 0 to see if this changes the behavior?

                  Cheers!
                  Hi
                  Seems like B2b setting to 0 hellped a lot. I guess you don't need B2B for oceans.

                  it is when we open octane viewport and move around in 3ds max viewport we see these long polys and stretched looking displacement. I guess this is the reason
                  Thank you

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                  • #10
                    Ahh, this is the Octane viewport indeed, this explains it!

                    Indeed, B2B usually does not make sense for oceans, although you could still use low values in order to make the foam behave in a certain way - e.g. if you want it to keep its volume or bunch up and stick together more.

                    Cheers!
                    Svetlin Nikolov, Ex Phoenix team lead

                    Comment

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