So, I started on the fluid sims for our project and since our deadline is approaching very fast. I´m trying to figure out ways to simplify and speed up the process:
1. Displacement Detail
For some shots we don´t need the sim to be super precise, I´m hoping that splashes and foam can hide some of the missing detail in the core fluid.
But since the displacement detail of the oncean texture is dependend on the detail (aka small cellsize) of the grid, I´m getting visible seams between the grid and the ocean extension with everything below 50M grid cells.
Ivaylo posted this in my first thread:
If I set the turbosmooth to "Off in viewport" I get the grid to render, but it doesn´seem to influence the qualitiy of the detail in the gridmesh at rendertime.
If I set the turbosmooth modifier to be visible in the viewport, the grid simply doesn´t render at all.
Anything I´m missing? Is it possible to somehow get the displacement detail of the grid to match with the ocean extension without increasing the numer of cells? I tried lowering the detail in the Ocean Texture and that makes it blend better, but of course I´m losing detail then.
Another question considering the ocean teture map:
I realized, that the detail of the ocean displacement is related closely to the wind speed parameter:
If I lower the wind speed, I´m loosing a lot of detail, if i´m closer to the surface with the camera.
On the other hand it gets harder to integrate smaller boats with the simulation, since the waves are getting much higher with higher wind speeds:
So in some frames the boat is flying over the ocean, in others its completely under water.
I was planning on hand animating the boats to make them look, like they are interacting with the waves, which of course is a hack, and now I´m struggling with how to find a compromise between lower wind speeds, which makes the fake interaction more believable and loosing detail in the surface.
Any suggestions?
2. Grid Size / Real World scale
We put all our scenes together in real world scale, with system units set to 1 unit=1 meter.
So for the scene similar to the ship demo scene we have a 300 m long boat.
Does the actual size of the grid determine the grid size?
Should we rescale the huge ship to a smaller scale?
3. Reusability.
We have a couple of shots where we have basically a speedboat going straight through the scene.
So I was wondering if i could just use the same sim for all these shots, if the speed of the boat stays the same.
My question would be: Can I somehow load the simulation from cache and then put a time offset on it?
And can I move and rotate the simulation once its cached?
4. Simulating foam and splashes from cache:
Most of the shots will be boat wakes.
So my workflow would be:
-simulate the core fluid with low grid settings to get speed/look/maximum grid height right
-resim from cache with foam and splashes to get basic speed/particle count right.
-sim core fluid with high settings.
-resim foam and splashes from that cache.
My questions would be:
Is this the best worflow or should I just simulate splash and foam together with the core fluid?
1. Displacement Detail
For some shots we don´t need the sim to be super precise, I´m hoping that splashes and foam can hide some of the missing detail in the core fluid.
But since the displacement detail of the oncean texture is dependend on the detail (aka small cellsize) of the grid, I´m getting visible seams between the grid and the ocean extension with everything below 50M grid cells.
Ivaylo posted this in my first thread:
in the last week we did some improvements in this area, adaptive subdivision that produces high detailed result with less triangles compared to the uniform subdivision method.
but the subdivision works only for the extended part, as you already know, in the simulated part you can workaround this using a turbosmooth modifier, one user suggested this solution and it works pretty well.
but the subdivision works only for the extended part, as you already know, in the simulated part you can workaround this using a turbosmooth modifier, one user suggested this solution and it works pretty well.
If I set the turbosmooth modifier to be visible in the viewport, the grid simply doesn´t render at all.
Anything I´m missing? Is it possible to somehow get the displacement detail of the grid to match with the ocean extension without increasing the numer of cells? I tried lowering the detail in the Ocean Texture and that makes it blend better, but of course I´m losing detail then.
Another question considering the ocean teture map:
I realized, that the detail of the ocean displacement is related closely to the wind speed parameter:
If I lower the wind speed, I´m loosing a lot of detail, if i´m closer to the surface with the camera.
On the other hand it gets harder to integrate smaller boats with the simulation, since the waves are getting much higher with higher wind speeds:
So in some frames the boat is flying over the ocean, in others its completely under water.
I was planning on hand animating the boats to make them look, like they are interacting with the waves, which of course is a hack, and now I´m struggling with how to find a compromise between lower wind speeds, which makes the fake interaction more believable and loosing detail in the surface.
Any suggestions?
2. Grid Size / Real World scale
We put all our scenes together in real world scale, with system units set to 1 unit=1 meter.
So for the scene similar to the ship demo scene we have a 300 m long boat.
Does the actual size of the grid determine the grid size?
Should we rescale the huge ship to a smaller scale?
3. Reusability.
We have a couple of shots where we have basically a speedboat going straight through the scene.
So I was wondering if i could just use the same sim for all these shots, if the speed of the boat stays the same.
My question would be: Can I somehow load the simulation from cache and then put a time offset on it?
And can I move and rotate the simulation once its cached?
4. Simulating foam and splashes from cache:
Most of the shots will be boat wakes.
So my workflow would be:
-simulate the core fluid with low grid settings to get speed/look/maximum grid height right
-resim from cache with foam and splashes to get basic speed/particle count right.
-sim core fluid with high settings.
-resim foam and splashes from that cache.
My questions would be:
Is this the best worflow or should I just simulate splash and foam together with the core fluid?
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