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  • Grid interaction is suddenly offsetted?

    As the title says, all was fine but suddenly the whole thing is offset ( see pic)
    Anyone has a clue why that could happen and how to bring it back to center?
    No matter what i try it keeps there somehow
    OLIKA
    www.olika.de

  • #2
    Looks like the displacement is overcooked - try bringing it down back to 1 and also check the wind speed param on the ocean tex.

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      thanks for fast reply svetlin!
      hmm ok makes sense ...but,
      i raised the windspeed to about 2000cm (my scenes in cm) to create waves a few meters high.
      2000cm was the value i liked watching it though the pureocean tex mode.
      Seems I?m having the same problem now like joconnell has in his post here:
      https://forums.chaosgroup.com/forum/...for-ocean-sims
      So right now, i love the waves with 2000cm, i was able to pointcache the conformed dummy on the oceansurface so the ship is crusing nicely over/with the waves.
      Felt like 90% there but now this displacement offset comes up, how to workaround/solve?
      Sorry but i can`t really follow/understand the end of joconnells thread, i guess it`s something with the displacement scaling but i don`t understand right now how to deal with it.
      Is there a solution already cause joconnells thread just stopped...eehhhh joconnell ?
      OLIKA
      www.olika.de

      Comment


      • #4
        Here`s the boat scene from the side:
        Attached Files
        OLIKA
        www.olika.de

        Comment


        • #5
          Hmm, if you are using an ocean tex with a large scale to drive the wave force, you better not use the same tex as rendering displacement, or you will get the effect twice. You should use a second ocean tex to add finer details using displacement

          Not sure about joconnell's thread though - do you get waves reflecting from the borders of the sim?
          Svetlin Nikolov, Ex Phoenix team lead

          Comment


          • #6
            Ah thanks didn`t know thats a option, will try!
            Oh je this projects gets me to the border of insanity hahaa! Didn`t expect it to be so challenging having a boat sailing...
            Another thing pops up right now,
            it all rendered fine on my workstation, now i transfered it in the office on my other workstation with renderfarm.
            But now i see all the foam splashes and mist are missing, even though the fluid is there, hmmm what could that be now? Cause i`m sure input points to correct network folder, otherwise fluid wuold be missing also right?
            I have no clue why foam etc is not showing up in render, as you can see its there in the viewport?
            OLIKA
            www.olika.de

            Comment


            • #7
              ah screw that foam one, it was versioning thing, i had the 3.03 in the office and 3.04 at home, update solved it!
              OLIKA
              www.olika.de

              Comment


              • #8
                Hi Svetlin,
                testing around with what you said, and hmmm no i`m lost in it...
                The "large"Ocean texture (i assume it is the one with the high windspeed) does not make big waves at all when i just plug it the waveforce and NOT in the displacement render slot?
                For the big waves feels like it has to be in the displacent render slot otherwise the whole ocean has no big waves. Does that make sense?
                Right know i`m kind of confused what the exact contribution is, what is coming from the waveforce, cause when i unplug it from the interaction tab ( so it shouldn`t be used in sim right?)
                i have still waves in the grid (they come from the displacement i guess), the boat is interacting with those waves somehow and there is no seam between ocean waves and grid waves,
                ???h what exactly is doing the waveforce in there then? Sorry for attacking you with those questions, thanks in advance!
                OLIKA
                www.olika.de

                Comment


                • #9
                  Hey

                  The wave force will use the ocean texture in its slot and it will create some waves (in order to get good results you will need high grid resolution). You should be able to get nice and big waves without displacement at all.
                  When you get the desired result you can use another ocean texture to add finer details for the final look. So in simple steps what you can do is the following:

                  1) Disable displacement
                  2) Add more grid resolution and simulate.
                  3) Enable displacement and add second ocean texture to add some detail
                  Georgi Zhekov
                  Phoenix Product Manager
                  Chaos

                  Comment


                  • #10
                    Georgi! Thanks for pointing out!
                    That was a milestone, also in my brain hehe! now i understood the system between displacing and simulating way better
                    and it seems the boat is shaping it`s way through the waves correctly (i do sim tests right now) hellyeah!
                    aand just running into next question
                    in the grid i have some nice waves now,
                    my result to create the big water movement is a oceantexmap with windspeed 18m and a wave height of 20 BUT only a waveforce of 1,5 (my impression was the higher you set the force the more the waves are rolling)
                    but now i`m scratching my head again if there`s a solution left to connect the wavy water in the grid with the ocean tex around it?
                    Because the ocean around is now only displaced with the "low" oceantexmap as you suggested.

                    OLIKA
                    www.olika.de

                    Comment


                    • #11
                      Yup, this is a difficult task indeed. We're working on an automatic way for this to happen but it's taking quite a bit longer than I anticipated. I hope in the near future we'll have a more elegant way to blend between the simulator with a wave force and the infinite ocean.
                      Svetlin Nikolov, Ex Phoenix team lead

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