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remove splash on grid boundaries

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  • #31
    nice, thanks for the info, i'll keep the original sim and resim from that, no biggie, just got to free up some space. also i have to stick with the official build on this one.
    what would be awesome is a simulation loop! right now i have to simulate 1300 frames, where in theory i could get away with just 100 looping simulation files

    is it possible to access the .aur files by maxscript?

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    • #32
      the loop is the holy grail
      the aur files are accessible, you can read them by max script, and as i remember the write functions work too, but cant save the changes.
      i have never used this, perhaps you will be the first one
      if you will resimulate, i would recommend some improvements:
      - desired splash count 500k-1M, export the velocity and use motion blur in the rendering, it helps a lot!
      - use the liquid like parameter of the splash, let say 3 is good, but may be smaller. see the images in the attachment, the left one has no liquid-like enabled, the right one has liquidlike=3 this parameter makes the splash to behave as pieces of liquid.
      the porshe image has motion blur of the splash and liquid-like=3
      about the foam:
      desired foam count: about 5M , you can control this by the foam on hit parameter and the foam half life
      b2b interaction:200. this option is cpu consuming, you can skip it but the foam will become string-like pushed by the pattern forces, see the attached images
      half life:0.2 sec if b2b is used 1 sec otherwise. if use b2b, use the "vary" option, it makes the single bubbles to live shorter (requires b2b, otherwise no info for bubble neighbors is available).
      foam pattern strength: 1
      foam patern size: about 1/10 of the platform width
      Attached Files
      ______________________________________________
      VRScans developer

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      • #33
        thanks a lot for the pointers ivaylo, they are a tremendous help in learning.
        doing a resim now with your settings (except 'liquid like' and 'vary' which i guess are in the nightlies)

        Originally posted by Ivaylo Katev View Post
        the aur files are accessible, you can read them by max script, and as i remember the write functions work too, but cant save the changes.
        hmm, what do you mean with write functions work but can't save changes?
        would it be possible to copy some particles from one .aur file to another, delete some particles and write a new .aur file?
        Last edited by kimgar; 31-10-2013, 06:45 AM.

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        • #34
          the particles are not accessible after the simulation, only the grid is.
          i thought you have nightly access don't you?
          ______________________________________________
          VRScans developer

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          • #35
            ah ok, i was hoping to write some kind of loop in maxscript by adding and removing particles

            i have nightly access, but this particular case needs the thin layer liquid thing in official to create splashes
            Last edited by kimgar; 31-10-2013, 07:47 AM.

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            • #36
              but as i see you have natural waves, they will produce particles on the crest. the splash birth was changed two times in order to produce splash exactly over the wave crest, try it now.
              ______________________________________________
              VRScans developer

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              • #37
                interesting! i will try the latest nightly

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                • #38
                  actually how is made your animation? the splash looks like the waves beneath are invisible, looks like you are rendering pure sea surface and simulated splash, with no simulated liquid, is it like this?
                  ______________________________________________
                  VRScans developer

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                  • #39
                    well no, there's no hidden waves or anything, just a grid with infinite ocean, more or less like the submarine scene.

                    only differene is that the waves and splashes are driven by a wind spacewarp. the wind is very weak so that no gaps appear between the grid and the ocean, but strong enough to create splashes (this is why i needed the official release with the thin layer liquid and sensitive thresholds)

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