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  • Liquids on GPU

    No no, it's not water on mars bars question

    Is there any way that vrayRT GPU can render out liquids, what is supported?

    What is needed:
    slow bathtub water sim(this could be faked)
    splash(this can't be faked)
    water from tap(can be faked)
    Water bursting through wall(can't be faked)
    Water to interact with other objects(more than 100 objects), dropping them in water, this also can be faked but it is insane amount of work and who knows how final results would be.

    Thanks.

  • #2
    You can set the Phoenix FD liquid to render as a mesh and it should work fine, I believe.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      +1 vote for Phoenix, it's an amazing product for the money. V3 really puts a cherry on top.

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      • #4
        Just downloaded demo, it works with mesh mode.

        Thanks!

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        • #5
          Ok, saga continues

          Another problem:

          Water droplets are hitting on the glass surface(mesh liquid, mesh surface) trying to do directly with max modifier slice/cap holes results in undesirable effect of capping random geometry thus making mess from a mesh.

          Tried to render with vray advanced and it works fine, tried on vrayRT GPU and it isn't supported right now.

          Question would be, should i wait for that sp5 beta few more days, will it bring support for vray clipper on gpu, or start rendering with cpu right now, since this is 4k animation.

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          • #6
            While support for the clipper on GPU is on the "to do" list, it will not be in V-Ray 3.5

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              Thanks for fast response, much appreciated!

              I've managed to box out solution that is VrayRT_GPU compatible.

              This is small "help" guide if anyone else experience such thing and needs to clip geometry on flat surface.

              1. Caching your pflow(FrostMX), phoenix simulation or any other mesh generated, there is 2 plugins capable of doing this(rayfire and thinkbox xmesh).
              2. Use Rayfire slice modifier, it gives same solution like Vray Clipper(properly capping holes instead of creating one big blob like when using max cap holes), it is generated in the viewport instead of render time.
              3. Bonus is that you can use additional modifiers like relax or whatever you need on top of rayfire slice.

              Take care

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              • #8
                Good to know you figured it out - thanks for sharing.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment

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