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Under ocean close to surface issue
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Originally posted by Ivaylo Katev View Postok, thy with the next nightly build, it should be fixed.
it also adds automatically "underwater glasses" to the camera, in case if you have fog color of the water.
from the manual: an isosurface is a set of points where the value of the field is equal to certain constant, this parameter is the constant itself.
...which I dont really understand anyway... sorry!
Anyway, in the long run the place of an option doesnt bother me as long as I understand what it is doing.Check out my tutorials, assets, free samples and weekly newsletter:
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Well, in the simulator, water and smoke basically behave almost the same way, it's just that water pours down and smoke pours up
With smoke, each cell in the container keeps a value that says how much smoke there is inside it this frame - for example: 0 - no smoke, 1 - thin smoke, 2 - dense smoke. So, when you render, these numbers basically become the opacity and it looks good
However, when you render water, you need to show some exact surface. So if you have the same container again, 0 means no water, 1 means little water, and 2 means that the cell is full of water.
If you set your level to 2, you will render a shape that has only the cells with 2s inside it - the 0s and 1s will be invisible. It would look like it came from minecraft and would be made of cubes, but we filter it first and it looks smooth
Now, if you set the level to 1, this time your water will be made of all the cells with 1s and 2s inside - it will become bigger, and will render as if the density inside is all the same (no matter that some cells are full, and others are half-full).
So the level in fact does not touch the simulation - it's just a way to draw it. In Phoenix water content actually is a fractional number between 0 and 1, and so is the surface level, but the principle is the sameSvetlin Nikolov, Ex Phoenix team lead
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I am very sorry. Somehow my post turned up in this thread, but was intended to be posted into my thread about pouring water into a glass and the isosurface option relating to it. strange..
BUT, your answer was most interesting nevertheless and the some insight into the coding is very much appreciated!
thank you!Check out my tutorials, assets, free samples and weekly newsletter:
www.AddYourLight.com
Always looking to learn, become better and serve better.
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Originally posted by lander View PostSweet! I have been given access to to the nightly builds but are they not listed in the regular download section?
Jul 16, 2013, 2.10.10 Is the last dated build I can find. Or should I look at a different address?
You need the password that you got by email to open the packed installer!Check out my tutorials, assets, free samples and weekly newsletter:
www.AddYourLight.com
Always looking to learn, become better and serve better.
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Up and running
But I when I activate mesh in the Preview I also got mesh for Foam and Splash (after a while, don't know exactly when). Offset and looking like default mesh without shader.
I had to delete it to get rid of it but that also removed the Foam and Splash from render. The helpers are still there.
It has now happened twice so I should be able to make it happen again.
Is there a way to disable the in cam glas that renders the fog in the water shader? (I can do it in the material)
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