Announcement

Collapse
No announcement yet.

"watertight" simulation objects

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    I assume you noticed the "step" repetition that is noticable in the wake? Just want to be sure we are referring to the same issue.

    I'll adjust the liquid-like as suggested.

    Comment


    • #17
      Indeed, I thought initially that it might appear where the foam and the ocean surface intersect, but just in case, can you try rendering it with 'geometry mode' enabled on the particle shader? This could give us some hints about it.
      Svetlin Nikolov, Ex Phoenix team lead

      Comment


      • #18
        I changed "PHXFoam001" and "PHXFoam002" particle shaders to "Geometry mode" made no improvement to the stepping.
        Click image for larger version

Name:	340_geometry_mode.jpg
Views:	1
Size:	345.1 KB
ID:	866505


        At this stage of the animation there is no "noice" added to the simulation and I guess it could be the undisturbed sim grid that is propagated to the renderd image. And since the upper boats hull is causing more disturbance it is not noticable until later in the animation. notice how the stepping is concentric in shape.
        Click image for larger version

Name:	Test_A.RGB_color.0597.jpg
Views:	1
Size:	98.4 KB
ID:	866506

        Could it help to simply have the grid shift (rotate in a oscillating manner) to mess up the rythm of the steps?
        here without motion blur
        Click image for larger version

Name:	340_.jpg
Views:	1
Size:	370.8 KB
ID:	866510

        I can login to nightlies but there are only old files available. I have contacted support so that they can update my account.

        Comment


        • #19
          I installed yesterdays nightly build and upped the res of the grid x2. (got myself 64Gigs of RAM)
          and latest official Vray.
          There is still the same issue with the motion blur creating steps in the wake behind the boat.

          Click image for larger version

Name:	Test_B.RGB_color.0425.jpg
Views:	1
Size:	276.1 KB
ID:	866595
          Last edited by lander; 17-02-2017, 03:52 AM. Reason: added image

          Comment


          • #20
            Very interesting - in that case, would it be possible to send the scene or a stripped version in case there are any valuable assets to Support? Btw, is your particle shader in point mode?
            Svetlin Nikolov, Ex Phoenix team lead

            Comment


            • #21
              I saw that patterns lots of time. It was vray Smth with precision.
              I just can't seem to trust myself
              So what chance does that leave, for anyone else?
              ---------------------------------------------------------
              CG Artist

              Comment


              • #22
                Paul: Got any more info that I can put to practise?

                Svetlin: No the shaders are set to Bubbles and Spashes.

                I sent you (support) the file (using wetransfer.com) and a few sim files from frame 423-427

                Comment


                • #23
                  Sweet, thanks very much! Looks like z-fight indeed, but I believe it's fixable. Unless it's not. But it better be

                  Will keep you posted!
                  Svetlin Nikolov, Ex Phoenix team lead

                  Comment


                  • #24
                    Haha! Had it been any other provider I would cringe and feel uneasy. Should I abort current sim? I assume it's Vray not Phoenix?

                    Comment


                    • #25
                      More likely it's the way Phoenix passes its stuff to V-Ray, but even if it's not, there's a chance we'd able to work around it. Have to see for certain though
                      Svetlin Nikolov, Ex Phoenix team lead

                      Comment


                      • #26
                        Looks to me as long as the camera is in motion I don't get the problem (or not in my face)

                        No that was just me being optimistic. ��
                        Last edited by lander; 18-02-2017, 03:30 AM.

                        Comment


                        • #27
                          Is there a relation between grid resolution and the amount of particles being generated? As I upres I get alot more. But if I liked what I had. Is there a go to formula to adjust the particle generation?
                          Last edited by lander; 19-02-2017, 12:49 AM.

                          Comment


                          • #28
                            Absolutely - it's the same as for the fire/smoke simulations - changing the grid resolution would produce very different results. We should add upres resimulation to the liquids like for the smoke and fire. How big is the difference in the particle amount though?
                            Svetlin Nikolov, Ex Phoenix team lead

                            Comment


                            • #29
                              I don't know but it's down to foam amount 10 and splash amount 5. Looks ok.
                              Don't want to stress or anything but I kind of need to get this gig to the rendering phase. What is your estimate on the time frame for a fix?

                              Comment


                              • #30
                                You mean for the patterns issue? Not sure yet - the support guys have to come to work Monday so I can have a look at the scene and then I'll be able to tell..
                                Svetlin Nikolov, Ex Phoenix team lead

                                Comment

                                Working...
                                X