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particles not being converted to meshes...

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  • particles not being converted to meshes...

    I think in previous versions there was a way to specify the software how much to actually use and convert to a mesh.... I see a lot of particles in this frame that are quite close and yet are not part of the mesh when I render.

    Click image for larger version

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  • #2
    the jpg compression almost hides the particles, but i think they are not liquid particles, perhaps foam or something like this?
    ______________________________________________
    VRScans developer

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    • #3
      there are only liquids, not foam or splashes, may be on this screenshot you can see it better.Click image for larger version

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      I thought there was before a setting on the mesh conversion that changed how much or how close or a threshold for converting the particles to a mesh.... or I'm wrong? in this case you can (i hope) see a few hundred particles that are being ignored.

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      • #4
        they are displayed as red dots....

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        • #5
          These look like the wetting particles, they are red by default in the preview. You can try turning off the preview of everything but the liquid particles. Only the 'Liquid' particle group is meshed.
          Svetlin Nikolov, Ex Phoenix team lead

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          • #6
            oh... you are right, are the wetmap...but they seems to be ahead of time compared by the liquid itself, it is not like they are there only after the liquid retreats... I have to wait to finish the simulation to be sure, may be I'm wrong.

            So those wetting particles are vissible only by using the wet map?

            Why from time to time I see all the particles go white for 1 frame during the simulation? is it the save interval?

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            • #7
              Yup, sounds like the save interval - all the grid and particle channels are being forced to export then and the preview gets more data than usual
              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                well, there is a problem with it, I can clearly see the save interval on the rendered images. Every 15 frames the whole simulation have a frame that is a bit more chaotic, lower in level, with more bubbles inside, and the camera goes underwater at some point and every 15 frames I see more swirls and waves and lower levels of water for just 1 frame... is this a known issue? It certainly makes the simulation useless for a real world use.

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                • #9
                  Hmm, could you attach a couple of renders from the 15th frame and from some other frame?
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #10
                    Sure, I'll send you a dropbox link as soon is up, it is more noticeable on the underwater part...

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                    • #11
                      https://www.dropbox.com/s/74ikoe753n...ender.rar?dl=0

                      Here are the last 100 and so frames.

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                      • #12
                        after you see this.... I have applied on the last version I did a material that have glossiness on the refraction, so the objects that are submerged become blurry, trying to make the water cloudy, but when the camera gets underwater, there is no gblurriness caused by the glossiness neither is any fogging..... is this possible

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                        • #13
                          perhaps the particle based smooth is enabled?
                          ______________________________________________
                          VRScans developer

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                          • #14
                            yes, it is enabled, but wouldn't that be a bug? I mean that is a function you use to backup every 15 frames, should not affect the result of the simulation.

                            What about the material transparency blurriness not working when underwater?

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                            • #15
                              in general, any contradiction between the export settings and the render settings (currently particle based smooth vs disabled particle export) produces blinking , because the restore frames force full export and the missing resource is found only in them.
                              in your case the mesh is using regular smooth because the missing particles, but in the restore frames it uses particle smooth, as set in the render setup. this produces different result observable in the animation.
                              of course would be good to detect such situations and display a warning, unfortunately it's not only one possible situation, they are big in count.
                              ______________________________________________
                              VRScans developer

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