![]() ![]() but regardless their are depth/blur area issues anytime you fake a foreground blur like this, to which the only solution I know is true rendering of DOF as the new cycles engine does. and no, your not being a pain, if you where I wouldn’t be here still. Has to do with being a different data type, and while it kinda works it causes a lot of artifacts that look a lot like AA issues. If you’re getting what I think you are, never put a map value output (gray circle) directly into a color (yellow circle) mix node, run it though a color ramp first and that should solve those problems. the basic idea is I made a mask layer, made a caustic layer (buffer lamps with halo’s on a black backdrop) and mixed in the z-depth, caustic layer, and masked that in the final image just below the water line. So far I think it’s looking better, and I’ve got a lot more control now as well. I’ve never been able to get very good results out of the volume for anything other then fairly dense volumes (smoke, fire, ect…) so I dumped the volume method and just did it all with nodes. and anything with camera movement probably doesn’t need such fine detail anyways.) :eyebrowlift:Īs I said, the water lighting looked too flat and unattractive to me. the down fall I see is this is not good for moving camera animations, at least anything other then side to side scrolling, but water wave movement should work. (Note that to do this you’ll need to position the water object so it actually ends just before the camera clipping, instead of relying on that clipping distance to cut the waterline mid object. I just curled down the edge a bit to add the thickness, then added an object around the camera (just out of frame) to simulate the camera body in the reflections on that lip. This is important, because if left at 0, the Adaptive Grid will not expand fast enough and the horse will be running without emitting dust. In this case any Smoke value above 0.002 will cause the grid to expand. The grid will expand when the content of a cell near one of the container walls crosses this value. Instead of calculating a giant grid from the start, the specified channel is tracked (Smoke in this case) and the grid is automatically resized around it. The Adaptive Grid allows the container to resize on-demand as the simulation progresses, saving you a lot of time. The Size of the Simulator is set to as a starting point. The Simulator → Grid parameters are tweaked as follows: Below we will enable Smoke Dissipation so the smoke will be thick at first, but then will quickly fade out. We also create very dense Smoke - usually we don't need smoke above 1.0, but in this case we emit 15 units of smoke, which would make the smoke render very dense with the default render settings. ![]() ![]() On the contrary, if you increase the distances, Smoke will start getting created in the air around the contact points between the horse and the ground. We picked very low values for both distance conditions - if you lower them even more, less voxels will pass the condition and Smoke will be emitted in fewer places. If a voxel's D istance to Plane001 is Less Than 1.7 voxels and If the D istance to horse mesh is Less Than 1.7 voxels.The Voxel Tuner expression is created as follows: If it passes this condition, then the Tuner will create Smoke in this voxel. In this case, the Voxel Tuner will go through all the voxels of the Simulator, and check if each voxel is close to the ground plane and simultaneously close to the horse mesh. We will do it in such a way, that we don't even need a Phoenix Source. We are going to use a Voxel Tuner to emit Smoke where the horse model touches the ground. Go to Customize → Units Setup and set Display Unit Scale to Metric Centimeters.Īlso, set the System Units such that 1 Unit equals 1 Centimeter. If you want to simulate a massive scene, then you might consider using meters. The horse used in the simulation is modeled in centimeters and throughout the fluid simulation we keep using the same unit. The Phoenix solver is not affected by how you choose to view the Display Unit Scale - it is just a matter of convenience. If the size of the Simulator in the scene cannot be changed, you can cheat the solver into working as if the scale is larger or smaller by changing the Scene Scale option in the Grid rollout. When you create your Simulator, you must check the Grid rollout where the real-world extents of the Simulator are shown. Large-scale simulations appear to move more slowly, while mid-to-small scale simulations have lots of vigorous movement. The real-world size of the Simulator in units is important for the simulation dynamics. Scale is crucial for the behavior of any simulation. ![]()
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