Hi there,
I´m simulating something on a macro scale project, that needs to look massive, so I´m working in meters as scene units.
I have a tube and the liquid moving down it, with the camera moving away from it inside the tube.
Right now I´m simulating 170 Mill cells with flip solver, but I still get "chunky" geometry in the preview and test renders.
When I switched to "implicit" surface in the rendering tab and changed the sampler to spherical, I got the liquid to look smoother.
I just recently started playing around with the flip solver, so I´m not sure, if it just needs more cells to get the fine detail I want, or if its simply a scale issue.
I´ll have to admit, I never quite got the connection between scene scale and detail.
I guess If I have a 10m by 10m grid with 50 mill cells and then move the camera up close to lets say 10 cm of the liquid, it will look chunky, while it will look fine from 5 meters away, so maybe I´m just expecting too much?
Maybe I´d need to set up a cascading grid array for this scene, since the liquid covers a long, curved area, which is a total waist of grid space if done with just huge grid.
Would that even be possible?
And while I´m on it.
Could you elaborate again on how the dynamic options exactly work?
There is the gravity, the scale and the time spinners, which all default to 1.
If I want to make the sim look more massive, which basically just means "slow it down" visually, what should I do?
Increase scene scale?
Decrease gravity?
Decrease time?
If my scene is in centimeters: Does increasing the scene scale from 1 to 100 mean, it treats everything as if 1 unit is 1 meter now?
Does increasing teh scene scale also increase the default values for foam and splash settings?
What exactly does the time spinner do?
I´m simulating something on a macro scale project, that needs to look massive, so I´m working in meters as scene units.
I have a tube and the liquid moving down it, with the camera moving away from it inside the tube.
Right now I´m simulating 170 Mill cells with flip solver, but I still get "chunky" geometry in the preview and test renders.
When I switched to "implicit" surface in the rendering tab and changed the sampler to spherical, I got the liquid to look smoother.
I just recently started playing around with the flip solver, so I´m not sure, if it just needs more cells to get the fine detail I want, or if its simply a scale issue.
I´ll have to admit, I never quite got the connection between scene scale and detail.
I guess If I have a 10m by 10m grid with 50 mill cells and then move the camera up close to lets say 10 cm of the liquid, it will look chunky, while it will look fine from 5 meters away, so maybe I´m just expecting too much?
Maybe I´d need to set up a cascading grid array for this scene, since the liquid covers a long, curved area, which is a total waist of grid space if done with just huge grid.
Would that even be possible?
And while I´m on it.
Could you elaborate again on how the dynamic options exactly work?
There is the gravity, the scale and the time spinners, which all default to 1.
If I want to make the sim look more massive, which basically just means "slow it down" visually, what should I do?
Increase scene scale?
Decrease gravity?
Decrease time?
If my scene is in centimeters: Does increasing the scene scale from 1 to 100 mean, it treats everything as if 1 unit is 1 meter now?
Does increasing teh scene scale also increase the default values for foam and splash settings?
What exactly does the time spinner do?
Comment