1st question:
Is this rectangle shape of water unavoidable?
I mean I have to make the grid much larger so not have this, or I am doing something wrong?
Because this happens as the water surface goes up for some reason.
I only had one sphere object emerge from underneath, but somehow made the whole surface of the grid to go up for a few centimeters.
Is there anyway to avoid situations such as this?
2nd question:
If you read my signature I am using a Dual Xeon 2690 v3 (2600MHz boosted @ 3100MHz) to render my projects.
The problem is that this image took about 16mins (1280x720). Is the foam and splashes so slow to render?
If I revert the foam and splash shaders to be rendered as Geometry it takes far less but it doesnt look right. (the foram is missing or it looks so bad that is like its missing)
And the explanation in the help of Phoenix says that when you render as Volumetric (thus no rendered as geometry) it takes less time.
Again Something is wrong.
Play with rendering->ocean level. Should match initial fillup ±. About rendertimes - max aa kills rendertimes, would be great to have separate per shader max aa mult, but I don’t think it is possible for now…
Regarding the liquid hitting the top of the simulator - this happens because the ocean preset adjusts the scene scale parameter of the simulator so it would act like the geometry inside it is as big as a ship. You beed to decrease the simulator’s scene scale so the wave won’t rise like a meteor inpact and would fall more quickly instead.
On render times - what are your particle counts? (can check them under the simulation rollout)
The initial fill up is exactly the same with the ocean level rendering level.
This “issue” appears slowly while the object emerges from underneath, so its more like the whole area of the liquid follows the object up for a few centimeters much like a wave.
I have to try the scene scale its 1.0 at the moment.
Now about the particles
Liquid is 20 133 687
Foam is 539 272
Splashes is 58 013
Are these a lot? to justify 16mins per frame on a Dual Xeon with 48 threads?
I really have no idea as this is my 1st attempt on oceanic sims
Yup - adjust your ocean level not so that it’s equal to the initial fillup, but so that you don’t see the square - this is why they are two separate options. Check the docs on Ocean Level for more info: Chaos Docs
The render time you got is definitely very bad - are you using GI, or motion blur? If you render much faster without foam and splash, then go to their particle shaders and increase the Light Cache Speedup option.
@Svetlin.Nikolov So we have to animate the ocean level to adjusted it accordingly?
Because at the beginning of the simulation the level is fine as gradually the object emerges it makes the surface level of the sim to raise till it reaches a final position about 3 points higher.
About the render times.
I tried the Light Cache Speedup as you said but it made it worst.
At 0.9 Light Cache the render was 8:31
and at 0.999 (highest) it was 11:25
So I don’t understand why I have so low render speed. And yes I am using GI (Lightcache - Brute Force)
Don’t animate the ocean level, as the docs say. You better leave some frames of simulation before the animation starts, so the ocean can settle.
Could you also share the simulator sizes from the Grid rollout’s X, Y and Z axes - there will be text labels that show the dimensions of the simulator in world units, affected by the Scene Scale parameter.
We have checked the scene and everything seems fine in terms of rendering speed. Though there are a few methods you can try to speed the renders.
1. In the Particle shader Bubble options you can set the bounces to 0, note that this won’t produce the best result if your camera is too close.
2. You can set the Particle Shaders in Point mode - this would look good if you have enough foam and splash particles and your camera is not really close.
3. You can render the image in 3 passes - the first one only with the liquid mesh and the Particle shaders disabled, the second one with the liquid mesh disabled, Particle Shaders enabled but rendering only the particles above the liquid surface and the third pass with the particles below the liquid surface and using the Liquid Tint option in the Particle Shader. Once you have those three passes you can bring them back together in a compositing software.
Well if Point mode works for you you certainly can use it, you can play around with the Mist settings as well - you can increase the fog voxel size and decrease the density - this will speed the renders as well.
I tried point mode but it looks bad in comparison to bubble or splash mode.
Everything looks like white pixels with no feel of volume.
I don’t understand why it take so long
I see video clips using the ocean with boats, submarines whatever and then I am thinking, if a simple splash takes 15 to 30 mins per frame in my machine, how long it took them for that kind of animation?