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Under ocean close to surface issue

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  • #16
    well, this bug was already reported, but we still can't figure out how it happens.
    just delete the copy and reselect the particle group in the foam shader again.
    you have to disable the fog color in the water material, no other possibility. if you are afraid that this will remove the appearance above the water, just decrease the fog, don't disable it. the water will look still dark (because there is no bottom) but under the water the fog will disappear.
    ______________________________________________
    VRScans developer

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    • #17
      Yes the material isn't really a problem. I'll keep my mind awake and report what triggers the mesh generation on my end.

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      • #18
        I get a system lockup while "tranforming vertices" so bad that Max goes down when I render with a VrayDomeCamera. at a size 400x400. Renders in a snap at HD VrayCam. Is this the ocean surface getting calculated?
        I guess this could relate to lack of ram but I'd like to have that confirmed. I only have 12 at the moment. High time to upgrade?

        - Fixed - Sorry, dynamic memorysettings was way low!

        Is there a way to lock the oceangeneration to a specific camera?
        I have multiple cameras in the scene.

        - Work around was to set the correct view, save, re-open the scene.

        It seems as the Ocean does not include the entire fov for the VrayDomeCamera. Is that adjustable or should I fix that with a separate render and make it look good in Post?

        To make the water surface look good I added a bump to the shader. But it appears to show up on the camera lens.
        I'd really like to keep the bump since it makes a world of difference to the rendering.
        I'd like to see a option to assign material to the camera so that it's not default the same as the "water"
        Last edited by lander; 12-12-2013, 01:18 AM.

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        • #19
          Is there a way to calculate the amount of ram needed to render a specific sim?
          That DoomeCamera of mine is eating every RAM I have when "transforming vertices".

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          • #20
            i suppose not the dome camera, but some mapped GI eats the ram.
            ______________________________________________
            VRScans developer

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            • #21
              No GI in the scene.

              Pretty sure it's the DomeCam that gives me this problem. All other views renders fine. Perspective, VrayCam, but domecam -> crash and absolutely no memory left. It gets eaten while "transforming vertices"

              What should I look for?
              Last edited by lander; 16-12-2013, 10:48 AM.

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              • #22
                my bad, i misread it as dome light
                ______________________________________________
                VRScans developer

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                • #23
                  He he

                  That's me every day.

                  Do you want to have a look at the scene?

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                  • #24
                    i suppose the dome camera is just expensive, compare the traced ray count shown in the vray log window
                    ______________________________________________
                    VRScans developer

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                    • #25
                      Originally posted by Ivaylo Katev View Post
                      i suppose the dome camera is just expensive, compare the traced ray count shown in the vray log window
                      More likely it's the large FOV of the camera (180 or 360 degrees). Other than that it's not more expensive than a regular camera.

                      Best regards,
                      Vlado
                      I only act like I know everything, Rogers.

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                      • #26
                        Yes that is what I figured.

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                        • #27
                          I made a low res sim to test how the camera hadles the surface. And I get some (for me) unexpected result.
                          Is that the Ocean camera window that I see as a green tint bulging square in the beginning and also clips the ocean when above the surface?

                          https://www.dropbox.com/s/lt73qxb14l....RGB_color.mp4

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                          • #28
                            the mesher can't handle FOV 180 degrees, the green border is because the "underwater glasses" of the camera must be infinitely large if the fov is 180 degrees
                            ______________________________________________
                            VRScans developer

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                            • #29
                              Ok, I get it. Disable fog and fix the ocean in post with a separate renderpass of a ocean surface.
                              Is there a way to calculate the amount of RAM I need to render a specific sim?

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                              • #30
                                Is there a way to calculate the amount of RAM I need to render a specific sim?
                                Only the RAM required for the simulation. The final render memory consumption depends on too many factors.
                                Tashko Zashev | chaos.com
                                Chaos Support Representative | contact us

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