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Waterfall - What am I doing wrong

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  • #16
    Ah, there are no EDU nightlies. Let me see if I can reproduce the crash here...
    Svetlin Nikolov, Ex Phoenix team lead

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    • #17
      same weird dead area where the overlap is. Ignore the crash, I removed it all and did it again and I am back to where I was.. working but not.
      Attached Files
      Last edited by stelees; 28-01-2020, 03:20 AM.

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      • #18
        Would it be possible to send over just one cache from each sim at the time of this render?
        Svetlin Nikolov, Ex Phoenix team lead

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        • #19
          Frame 130 from the first and second grids. Fresh version of the file incase I have moved a grid trying to figure out what is wrong with it.
          Attached Files

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          • #20
            This is frame 153, you can see even with this crappy low res sim - the foam should line up perfectly, except for the dead zone in the middle. Sorry for the flood of posts but I thought all of this may help.
            Attached Files

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            • #21
              Yess, we reproduced it here, thank you! Stay tuned for more info, but for now it seems it might be related to the cascade sims producing two separate meshes...
              Svetlin Nikolov, Ex Phoenix team lead

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              • #22
                When rendering, each simulator will produce its own mesh, so when using a refractive material, there could be visible seams between the different Simulators. In this case the overlapping liquid produces the seam and some of the foam particles happen to be between the two meshes. To avoid that overlapping I've changed the height of the second simulator. That way more of the particles from the first simulator could be seen in the render.

                For even better results you may consider to change the camera's position, so the point of overlapping is not so visible in the render.

                When creating cascade setups the Liquid simulators could be oriented in any way and can have different resolution, but to get the best results make sure that the Cell Size in the Grid rollout in all of them is equal.
                Attached Files
                Slavina Nikolova
                QA Specialist, V-Ray for SketchUp | V-Ray for Rhino | Phoenix
                Chaos

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                • #23
                  Thanks Svetlin.Nikolov Will you post an update in here when there is something more to add to this. I'll put aside this for now and await your update. Thanks for looking at this.

                  S.

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                  • #24
                    Hey,

                    We've checked and the problem really appears to happen because of the two overlapping meshes. The suggestions from my previous post will help you to continue working on your project.
                    Slavina Nikolova
                    QA Specialist, V-Ray for SketchUp | V-Ray for Rhino | Phoenix
                    Chaos

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                    • #25
                      ok thanks, I will have a mess around with the file you sent through and see what mess I can make of it

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                      • #26
                        slavina.nikolova One last question, grid sizing when cascading into different sized grids. Is it a matter of eyeballing the cell size indicator on the grids to know what cell size to make each grid in the cascade or is there a trick to getting a consistent particle size?

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                        • #27
                          The Grid Size and the Total Cells count can be different, but in order to keep the particle size consistent make sure that the Cell Size is equal between the three simulators. This way the voxels for each simulator will be the same size and the particles travelling through the cascading simulators should looks the same.
                          Slavina Nikolova
                          QA Specialist, V-Ray for SketchUp | V-Ray for Rhino | Phoenix
                          Chaos

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                          • #28
                            Yup, especially if you have a lot of Splash particles, their sizes come directly from the simulation voxel size, so you could see noticeable differences if Splashes are a dominant part of the simulation. You could probably scale the larger or smaller ones in the Particle Shader using the size multiplier option, but this would be a render-time only hack, while the particles will still interact with one another with their real sizes during simulation....
                            Svetlin Nikolov, Ex Phoenix team lead

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                            • #29
                              whats the best approach for coming up with consistent cell size.. is it just using the guides on the grid to make sure they look close to each other.

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                              • #30
                                Just make sure that the cell size value is the same between the simulators, that's it.
                                Georgi Zhekov
                                Phoenix Product Manager
                                Chaos

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