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breuer

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    Erik
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    Norway

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  1. Hi there! I've been stuck on this issue for a few days now, and it's really doing my head in. It's seems fairly straightforward, but I just can't get i right. Basically the issue is as follows : Ive got a wavetank (scale - 150, 70, 150) and I've got an oil rig model that I want to function as a static collision object. My problem is that I'm not pleased with the amount of splashes and turbulence that this collision creates so I want to find a way to increase the turbulence/velocity that the collide object generates. I've already tried several methods like using a fluidsource in sops and adding curlnoise from there. It kinda works, but hard to control, especially since my scene scale is so large. Also Im converting to vdb and sourcing the proxy volume in the /autodopnetwork/staticobject. Does anyone have any immediate thoughts on how I could resove this? Help would be greatly appreciated Thanks /Erik
  2. Hi there! I was hoping someone on here could help me out with a very annoying problem. Basically Ive got an ocean set up using the ocean evaluate and spectrum nodes. Ive got my lighting set up and all my render settings(PBR) Problem is when I start rendering, the render fails occasionaly on random frames. Lets say maybe 30% of the frames fail. It will render 20-90% of the image and then shutdown the render. Im using our renderfarm, but have of course tried rendering locally also, to see if that fixes the problem, but no cigar. I thought it must be a memory problem(roughly 4 million vertices) so I tried using delayed load, but that didnt help either. Ive run out of ideas and really need this to render. Has anyone had the same problem or got any ideas how to solve this? Help would be very much appreciated. Ill upload the scene if anyone wants to have a look at it. PS... frame 7 is an example of a frame that wont finish rendering on my computer, so if anyone tests my scene, thats a good frame to go with Thanks Erik ocean_evaluate_sc100_sh010_test.hip
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