I took the same displacement I was using on a plane and that was working perfectly (16 minute a frame) and I applied dit to my phoenixFD box. But after 30 minutes of rendering not a single bucket had appeared. So I lowred all the vray setting to the minimum and put 256 as edge lenght in the vray disp mod and I used 1 as ocean subdiv and still after 30 minutes, nothing...
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Originally posted by jstrob View PostI took the same displacement I was using on a plane and that was working perfectly (16 minute a frame) and I applied dit to my phoenixFD box. But after 30 minutes of rendering not a single bucket had appeared. So I lowred all the vray setting to the minimum and put 256 as edge lenght in the vray disp mod and I used 1 as ocean subdiv and still after 30 minutes, nothing...
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And strangely enough I see no precomputing of displacement in the rendering dialog like we normally see when rendering with displacement.
V-Ray 3.30.01 and PhoenixFD 2.2.0 Build 1510206357Last edited by jstrob; 19-11-2015, 07:18 AM.
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ok I think I found a key to the problem. I had like 30 cycles of meshsmooth in PhoenixFD so I put it to 1. Now the displacement precomputing starts after 6 minutes and I see buckets starting to move! It rendered a small region in 12 minutes. I'll try to find how to accelerate it even more.
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Explosion & smoke I did with PhoenixFD
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Some RnD involving PhoenixFD
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So finally I can render in decent time. If I activate static geometry in the displacement mod it's very fast. But the problem is now that the simulated area of my ocean inside my simulation box is also getting displaced by the VRayDisplacementMod and it gives a very sifferent result in that area and creates all sorts of artifacts...
Is there any way to substract the simulation from the VRayDisplacement mod? A workaround would be to output 2 render (doubling render time!) and masking the simulated part, but the oceans are not matching exactly so I fear it coud be complicated.
I think you should maybe escalate the PhoenixFD horizon noise to a critical bug please...
With the phoenixFD displacement
With the VRayDisplacementMod:
Last edited by jstrob; 19-11-2015, 03:21 PM.
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Explosion & smoke I did with PhoenixFD
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well, you can create plane with rectangular hole for the simulator, this is the usual way with the most liquid simulator products.
but i winder why you are worrying about the noise, for me the grid artifacts visible on the shots are more disturbing. is this the grid based core?______________________________________________
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Originally posted by Ivaylo Katev View Postwell, you can create plane with rectangular hole for the simulator, this is the usual way with the most liquid simulator products.
but i winder why you are worrying about the noise, for me the grid artifacts visible on the shots are more disturbing. is this the grid based core?Last edited by jstrob; 20-11-2015, 04:42 AM.
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Explosion & smoke I did with PhoenixFD
Little Antman
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Some RnD involving PhoenixFD
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Last edited by jstrob; 24-11-2015, 04:52 AM.
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Explosion & smoke I did with PhoenixFD
Little Antman
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Some RnD involving PhoenixFD
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Originally posted by Ivaylo Katev View Postno, i mean the ocean subdivisions, see the rendering panel
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Explosion & smoke I did with PhoenixFD
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I tried all sorts of combination of meshsmooth and ocean subdiv and it couldn't remove the noise.
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Explosion & smoke I did with PhoenixFD
Little Antman
See Iron Baby and other of my models on Turbosquid!
Some RnD involving PhoenixFD
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seeing the movies again, here is what i mean - the noise is very probably related to the moon, or sun, or whatever is this reflected in the water (can't see it)
the other video has no noise, but the horizon looks flat. in the very first ocean implementation, our horizon was also flat, but we changed this because is unnatural. i think it's may be not a bad idea to make it optional.______________________________________________
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