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Rendering Ocean mesh with Cap mesh issue

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  • Rendering Ocean mesh with Cap mesh issue

    I have a simulation that has one ocean mesh, and 3 cap meshes. If you look at the images below, it appears that the ocean mesh isn't reaching back to the cap meshes in the back. The boat just to the left of the big carrier has a perfect blend between the cap and ocean meshes, but as you go back further in the scene, the blending gets worse and worse. I thought maybe this had something to do with the ocean subdivs, so I increased that from 5 to 10, and got the same result.

    Is there a setting I'm missing, or is this another bug?

    Click image for larger version

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  • #2
    Hey,

    The meshes are overlapping and this is why you get these z-fight artifacts. These next few days, we will in the nightlies the option to mesh several containers into one ocean mesh, but you will have to modify your setup nonetheless - there must be no overlapping simulators.

    Will update you when it's ready
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      This is what we've done in the past and it's worked. The boats in the front seem to be overlapping correctly, but the back boats loose the interaction. What changed that we can't get this to work anymore?

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      • #4
        P.S. The option to merge multiple grids as one ocean mesh would save us a ton of time 90% of the simulations we've done have had more than one grid overlapping in them. In 2.2 we didn't seem to have an issue, but 3.0 is giving us the issue in this post. Having a way to actually merge these meshes together would be awesome!

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        • #5
          It would be the cleanest solution indeed - otherwise it's worked by chance and is very dependent on the renderer, 3ds Max/Maya version and all kinds of side effects. And we should eventually extend it to support merging non-ocean meshes too, e.g. cascade simulations currently produce two or more meshes that intersect one another, and depending on the material they use, the look of the connection between them may vary between fairly ugly to horribly disgusting
          Svetlin Nikolov, Ex Phoenix team lead

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          • #6
            Hey,

            The multiple containers meshing will be in tomorrow's nightly build. Things you have to watch out for is that the containers do not overlap, and also just one of the containers will be the Master one - it will provide the rendering material and the meshing, smoothing, displacement and ocean settings, while all the other containers' settings will be ignored. I'll make it more user-friendly soon. Please check if this works for you and if there are any issue, please ping me.

            Cheers!
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              Thanks! I'll have to check it out and see how it works

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              • #8
                I re-used the scene that we had multiple grids in, deleted all but one grid, and now it's giving me the message about merging the grids. Is there something that is causing that? The original file had 3 grids, but this one just has the one.... but same merging message.

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                • #9
                  oops, nevermind... there was a grid hidden

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                  • #10
                    Hmm, Phoenix does check for hidden objects - would it be possible to send over a scene with just the simulators and everything else removed, so I can check why the check does not exclude the hidden sim?

                    Thank you!
                    Svetlin Nikolov, Ex Phoenix team lead

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