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  • Ocean sim Cap mesh and Particles problem

    Hi,

    I'm rendering an Oceansim created in Max 2023, Phoenix FD 4.41 and Vray 5.

    Two issues


    1. For some reason my cap mesh isn't connected or stiched to the main oceansim.

    2. Particles aren't visible in the RGB passes of mye rendering.

    I can see it in the diffusefilter??
    I can see it in some of my Lightmix channels?
    What am I missing?
    I am using Vray Aerial Perspective, but it's not visible in the Atmosphere layer.

    (testing with a blue material)


    Vray 5 and Phoenix FD 4.41.03 Nightly, Build ID: 2023011831845 for 3ds Max 2023 from Jan 18 2023 ( I don't have a subscription for 5)
    Attached Files

  • #2
    OK, after turning off Aerial Perspective the Particles are showing. This must be a bug/conflict. Has this been solved in the latest version?

    ...But still my cap mesh is not capping. Is there a trick or solution to this?
    Last edited by markus_s_cg; 18-06-2024, 06:28 AM.

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    • #3
      Hello,

      In order for the simulators to render correctly together all of them need to be in Ocean mode and shouldn't overlap. This will create one ocean surface for both.

      For the Aerial perspective to work correctly with the Particle Shader - you will have to enable the "Render as Geometry" mode for the Particle Shaders, but this will render slower and darker - you can find more about it here - https://docs.chaos.com/display/PHX4M...GeneralGeneral
      Georgi Zhekov
      Phoenix Product Manager
      Chaos

      Comment


      • #4
        Thank you! Putting both simulators in ocean mode works! I was not aware that this was the way.
        Btw, I found some post regarding Aerial Perspective and Phoenix FD. Swapping the order of the effects also works, and it's probably faster than Rendering as Geometry?

        Last edited by markus_s_cg; 19-06-2024, 12:29 AM.

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        • #5
          Is there a way to make the splashes from the Hangar Ship wider and bigger without increasing the speed of the ship? My scene scale is currently set to 1,0. Will setting it to 0,5 make the splashes look twice as big? Should I also change the time scale to 2,0 to compensate if I do this?
          I usually have to run my wake simulations for a long time in order to get a long wake.
          Are there any hacks or tricks I can use to get to a long wake faster?​

          Comment


          • #6
            You can change the Motion Velocity Effect for the ship (make sure it's selected) and from the right-click Chaos Phoenix properties menu adjust the value - increasing it over one will make the simulation react as if it's moving faster while you keep the same speed.

            The size of the splashes depends on the grid resolution and the Splash amount - more grid resolution will produce smaller splashes, large Splash amount - smaller splashes. You can find more about the splashes here - https://docs.chaos.com/display/PHX4M...plash+%7C+Mist

            Since your ship has to pass through the liquid to produce the wake you need faster simulation.

            Lower grid resolution will produce faster sim results but will reduce the detail of the simulation and will increase the size of the splashes.

            Fewer steps per frame will simulate faster, but if you have very fast moving objects - the simulation wouldn't be able to keep up with the fast motion and you will get bad results.

            The fewer the particles you have in the sim, the faster it will go - but how many do you need it depends on what you're after.

            My suggestion would be make the simulator only as large as needed, use 1 step per frame unless you have very fast objects, try not to go crazy with the grid resolution if you don't need more detail.

            Hope this helps!
            Georgi Zhekov
            Phoenix Product Manager
            Chaos

            Comment


            • #7
              Thanks for giving me some great tips here!

              I am experiencing a bug/glitch where some squares/buckets seems to get a brighter reflection, like maybe the waterplane is gone, or something changes in the lighting,
              Attaching a short video in the link (seems like it only plays if you press the link called Bug_Glitches)

              Any ideas what could be causing this?
              Has there been any bugs like this with Phoenix FD, or is it a Vray thing? I'm not rendering distributed buckets, only backburner/frames.
              I'm also experiencing that the last bucket gets stuck on a full bucket sometimes on some machine. The bucket does not split to allow more cores sharing the load, and the frame seems to hang indefinitely, while if I cancel it and send it to a different machine it might suddenly work again, even on a slower machine. I use a mix of Ryzen and Xeon Cpu's.

              Vray 5 and Phoenix FD 4.41.03 Nightly, Build ID: 2023011831845 for 3ds Max 2023 from Jan 18 2023 ( I don't have a subscription for 5)
               
              Last edited by markus_s_cg; 20-06-2024, 01:24 PM.

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              • #8
                I thought I was getting somewhere, but I haven't found the source of this problem. 3 out of 4 rendernodes have stuck again. My animation is nowhere near finished. I took a screenshot of the framebuffer, and the renderqueue.
                If anyone has ideas about what to try I would be very grateful!

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                • #9
                  I'm trying to switch to progressive sampling. It still looks like it gets stuck. 2 machines are stuck rendering a pass (22 and 25). I have set it to quite low settings, Max subdivs 24, rendertime to max 25 and Noise Treshold 0,015.
                  The image looks almost good enough with a bit of denoiser. How can I force it to move on instead of getting stuck?

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                  I tried removing some render elements, but that doesn't seem to affect anything. Using the standard denoiser.​​
                  Last edited by markus_s_cg; 21-06-2024, 01:39 AM.

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                  • #10
                    Hmm,

                    Which version of V-Ray 5 are you using - how about if you try the latest stable nightly build?
                    Georgi Zhekov
                    Phoenix Product Manager
                    Chaos

                    Comment


                    • #11
                      Running Version 5.20.23 Not a nightly build I think. I can give it a try.

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                      • #12
                        Hmmm, I Tried installing a new build on my local machine around 30 minutes ago. Now it is stuck on rendering pass 0. Also submitted through Backburner.
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                        • #13
                          Can you send over the scene along with a few caches so that we can check what is going on? You can send it through support.chaos.com (Submit a request at top right)

                          Thanks!
                          Georgi Zhekov
                          Phoenix Product Manager
                          Chaos

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                          • #14
                            Thanks, I zipped the files up and submitted (quite a large file).

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                            • #15
                              I managed to get the render/sequence to finish by changing secondary engine from Lightcache to Bruteforce. Seems like there might be an issue when using lightcache related to the foam/splashes?

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