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  • Under ocean close to surface issue

    I'm doing a sim based on the submarine. But the camera starts under the surface and ends up way above. However, the suface looks horrible from underneath. The facetting of the ocean mesh is horrible but as soon as I'm above it looks pretty much perfect.
    Is there a fix to this?
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  • #2
    really the ocean is not working when the camera is under the water, we will fix this
    ______________________________________________
    VRScans developer

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    • #3
      Is that something we'll see soon (weeks) or in the future (months)?
      I'm creating this for a 4K shot to be delivered in January. So should I create a work around in the meantime?

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      • #4
        i hope so, even in one week is possible
        ______________________________________________
        VRScans developer

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        • #5
          ok, 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.
          ______________________________________________
          VRScans developer

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          • #6
            Originally posted by Ivaylo Katev View Post
            ok, 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.
            I guess I dont understand how this relates to the rendering seeing as it is changing the surface itself.
            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.
            Add Your Light LogoCheck out my tutorials, assets, free samples and weekly newsletter:
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            • #7
              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 same
              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                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!
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                • #9
                  Sweet! 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?

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                  • #10
                    Originally posted by lander View Post
                    Sweet! 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?
                    The nightlies are downloable at a separate site: nightlies.chaosgroup.com
                    You need the password that you got by email to open the packed installer!
                    Add Your Light LogoCheck 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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                    • #11
                      Bummer. maybe I had access to nightlies way back and they just confirmed in the mail that I have access. They didn't include any login details.
                      I'll mail them back and ask them for a new one. Thanks Manuel for your quick reply

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                      • #12
                        yes,ask for nightly access details they should provide a link and archive password
                        ______________________________________________
                        VRScans developer

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                        • #13
                          i've tryed nightly build and underwater is really strange, looks like there's a fog in water

                          Click image for larger version

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                          http://tatprod.com/

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                          • #14
                            why you find this strange? this is the fog specified in the water material
                            ______________________________________________
                            VRScans developer

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                            • #15
                              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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