I have an assumption something changed and i would love to hear your opinion on it.
With the latest phoenix i have some troubles gaining control over the splash size in a typical boat wake setup
and i’m wondering, if it’s still true, what is written in the stormy sea tutorial:
Because to me, it seems, nowadays the splash amount setting is somehow limited or capped to the cell size.
If the maximum is reached, there won’t be more splashes particles generated, no matter how high you raise the splash amount.
Back in the days it was like in the tutorial and i was able to get away with a low cell size (but large grid) and was able to iron out the low grid with high splash settings,
able to produce nice small splashes and foam patterns.
Now it seems, even with a way smaller cell size, the splashes are always way bigger that i would expect and also less in amount.
Playing around with the shader settings, i.e. make them smaller or the split settings is a bit challenging to control and won’t give me the same results.
The text from the tutorial is still valid. In the latest builds we have introduced the Splash split option which controls how quickly the flying splash particles are split into smaller ones, creating a trail. If you set it to 0.0, the splash particles would not split at all.
By default it’s set to 0.1 but maybe you can increase it and they will split more and create more tiny particles.
GM Georgi!
Indeed, i became aware of this while investigating exactly the split parameter.
But, while the split is working like expected, the issue with initial large splashes persists, right?
I.e. the first splash created is still large and then gets split into smaller ones.
And i guess that’s what bothers me.
When you downsize them via the particleshader, you end up with less denser splash volume and then the spliit makes it even worse.
Then i try to compensate it with multiply the amount in the particleshader, but, first i think it’s kinda the wrong fiddling way (that’s why i’m asking!)
And 2nd, at a point i think, i was running in some mblur issues and stuff with a too high multiplier.
You know what i mean?
Yeah, the way to control the initial size of the splash particles is to either increase the grid resolution or to increase the splash amount, if the splash amount is maxed out and the particles are still too large, you will have to increase the grid resolution.
Makes total sense,
it’s just, i’m wondering, was the max out thing there ever since or was it just introduced in a recent update?
I feel like i’m having a hard time these days, creating a nice boatwake, like i did in the past with some efficient grid res.
I always kept grid res fairly low but increased splash creation a lot for fast sims.
The things that changed not that recently (but these are the most recent changes) regarding the splashes are the Splash Split option and applying the Splash “Initial Velocity Multiplier” when splash particles split into smaller ones, not just when they are born from liquid particles - both of these changes were made around 2 years ago.