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Foam not working Properly

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  • #16
    Hi,

    I've rendered bigger size and now I noticed that there are some flickering on the water/foam/geometry beside the ship, as you can see on the link below.

    https://www.youtube.com/watch?v=MsPPWUuibyc

    I've tried steps per frames up to 10, however, still the same problem. I have attached the image with my settings.

    Please, let me know if there is anything wrong with the settings and how to get rid of the flickering.

    Thanks,

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    • #17
      Ah, first we need to understand if this is a rendering problem or a simulation problem.

      If you hide the simulator and the ship geometry and leave only the particle shaders and render out a sequence, is there still flickering? If yes, then it's a simulation problem and we need to start looking at the simulation options, or if not, then it's a rendering problem and we should keep investigating in this direction.

      Cheers!
      Svetlin Nikolov, Ex Phoenix team lead

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      • #18
        Ok, I will do a render with only the particle shaders, and I will post it soon. Thank you
        About my settings, is there anything unusual/wrong or is it fine?

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        • #19
          One strange thing I see is that the Foam Rising speed is a lot smaller than the Falling Speed, while the normal ratio is that the Falling speed should be 10 times higher that the falling speed. This means that either the falling speed is too high, or the rising speed is too low. Looking at the grid vertical size, perhaps the falling speed is fine (it's in meters/sec), but the rising speed is quite low, meaning the foam would stay almost still underwater, which should not be much of a problem.
          Svetlin Nikolov, Ex Phoenix team lead

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          • #20
            Hi, I've rendered just the particles. It's seems fine in my opinion, have a look on the link below ( change to high quality on the YouTube options, I've rendered as full hd)

            https://www.youtube.com/watch?v=MzgzNhGdq3k

            Please, have a look and let me know. Many Thanks.

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            • #21
              Thanks Svetlin,

              About the Foam Rising speed I had much higher but I thought that was the problem (as it was poping up ), so I've changed much lower but didn't sort the problem out.

              Please,​ on the link below I've attached a MP4 Render Sequence of the Water so you can see the issue. Also, the 3d MAX file as it will be easier to check the settings.

              https://we.tl/t-wrCiLtJPMd

              I hope it will help.

              Many Thanks,

              Comment


              • #22
                Hey, got the files, thank you and sorry for the delay! Will check it now...
                Svetlin Nikolov, Ex Phoenix team lead

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                • #23
                  Still looking at it but at the moment I have two primary suspects - the Particle Shader Count Multiplier, of the Mesh Smoothing...
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #24
                    Ohhh, an unexpected turn of events - it's not the rendering at all. It's the simulation - the Affect Liquid option at the bottom of the Splash settings rollout causes splashes falling into the liquid to turn into liquid particles, which creates these bumps in the liquid mesh which obstruct the foam particles.

                    You should set the Affect Liquid to 0 and this should solve the issue, and I will think about how to make this not happen again. This option is very useful for waterfall types of simulations, but for oceans it rather creates problems.

                    Cheers!
                    Svetlin Nikolov, Ex Phoenix team lead

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                    • #25
                      Many Thanks for looking at it!
                      About Particle Shader Count Multiplier I am not sure that will be the problem as I've tested with many settings.
                      Also, I was following a tutorial from the Chaos website (image attached) and the Affect Liquid is set to 1 instead of 0.

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                      • #26
                        Nono, the count multiplier is not guilty
                        Svetlin Nikolov, Ex Phoenix team lead

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                        • #27
                          Huh, posted from the phone and somehow most of my post is gone

                          I wanted to say that indeed the Ship tutorial uses Affect Liquid, but it manages to get away with it. Many ocean setups are lucky by using camera angles where these bumps are not visible or by the splash flying in such a way and landing in the water in such places that don't create such flickering. But please set it to zero in your scene.

                          Cheers!
                          Svetlin Nikolov, Ex Phoenix team lead

                          Comment


                          • #28
                            Hey, Svetlin

                            I've been trying some Simulation, and I think it worked. However, I have the foam disappearing instead of staying on the surface. I have those setting on Droplets Surfing . Could it be caused by the Affect Liquid that I've changed ? Please have a look at the video

                            https://we.tl/t-Y3jo9nNFMM

                            Cheers!


                            Click image for larger version

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                            Attached Files

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                            • #29
                              Hey Josh,

                              The settings you posted have no relation to the Foam, can you show us how your foam settings look like? Looks like the foam is dying or goes under the water.
                              Georgi Zhekov
                              Phoenix Product Manager
                              Chaos

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                              • #30
                                Hi Georgi,

                                I thought it was this setting because I've seen one of tutorial from internet saying that this Droplet Surfing make particles create a nice foam path when it drops on a surface.
                                However, already sorted it out.
                                Thanks

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