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Splash Meshing
Posted: Sun Jul 07, 2013 6:00 pm
by thebigmontagestudios
Having a bit of an issue. Used a hybrido to do a sphere splashing. Everything looks good except when the displacement gets applied, where the splash particles are are huge bubbles that look terrible. Tried adjusting particle radius and polygon size, but still no luck. Can anyone please help?
Re: Splash Meshing
Posted: Mon Jul 08, 2013 4:22 pm
by gus
Hi Mark,
That I believe is displaying using the shader>displacement on the mesh node, am I right?
I believe the filtering on the splash areas is not taken into account on that visualization but I will need to confirm.
Have you tried meshing with the displacement activated to see if it also happens there?
Cheers,
g-)
Re: Splash Meshing
Posted: Mon Jul 08, 2013 6:19 pm
by thebigmontagestudios
that shot is actually from a render in maya. i did the meshing in RF. I've tried playing with the splash filters but did not see any difference in the RF Viewport when doing that. You may be right then that the RF Viewport isn't taking the splash filters into account.
However, this issue seems to be how the displacement is affecting the small splash areas. The displacement looks exactly as i want it to on the grid fluid itself but it is blowing up those small splashes into blobs.
Re: Splash Meshing
Posted: Mon Jul 08, 2013 6:33 pm
by gus
Hi Mark,
Ok. Could you send us the scene file that has the mesher node and a single frame of those particles so we can troubleshoot it.
Cheers,
g-)
Re: Splash Meshing
Posted: Mon Jul 08, 2013 7:22 pm
by thebigmontagestudios
just sent the scene and frame 62 particles to your email.
Re: Splash Meshing
Posted: Tue Jul 09, 2013 8:29 am
by thebigmontagestudios
hey Gus, just to follow up, it seems that the blobbing of the splash areas of the grid fluid happens whenever i increase the vertical scale at all. It seems to look okay at the default of .1 but when bumped up to anything, even like .3, it blobs up. My fluid was about 7 million particles so resolution shouldn't be an issue
Re: Splash Meshing
Posted: Tue Jul 09, 2013 11:42 am
by gus
Hi Mark,
The issue is what I thought initially. You are using the shader display on top of your displaced mesh, and the shader doesn´t take into account the splash areas to soften them out.
If you simply disable the shader display it works as expected.
mesh_hybrido_displacement_shader.PNG
mesh_hybrido_displacement.PNG
Cheers,
g-)
Re: Splash Meshing
Posted: Tue Jul 09, 2013 12:40 pm
by thebigmontagestudios
i'm confused though now. Maybe ive been goin about some things improperly. So usually i would run my sim, then set it to cache, then reset and for displacement, i:::
set domain-displacement to always, then set the mesh-shader to displacement to see what i'm working with.
Then, in maya, i import the mesh, and apply the displacement maps generated in tif form from RF to the displacement channel of my chosen shader. Is this not right?
By using, Use Displacement-Yes, it does enable you to not need the displacement maps but it also means that you have to bring extremely high polygon meshes into maya and work with them throughout instead of just generating the mesh with displacement at render time.
Is there something i'm missing and/or doing wrong or not understanding properly here?
Re: Splash Meshing
Posted: Tue Jul 09, 2013 3:23 pm
by Alex
Hi Mark,
so, to clear things up, it is a render using the Displacement capabilities of RFRK, isn't it?
in that case, there might be a problem with the way the UVs are being read from the mesh in Maya.
For your displacement material, try to invert the V component of the image.
Just set the Repeat UV parameters of the texture to 1.0 and -1.0 respectively.
Re: Splash Meshing
Posted: Tue Jul 09, 2013 3:41 pm
by thebigmontagestudios
no that original image was meshed in RF and then brought into maya just via the import command. I did not use the RFRK on it. Not sure if that makes a difference