chishbak Posted February 19, 2015 Share Posted February 19, 2015 (edited) Hi all, be gently, i'm green So, i'm working on an old cliche: boat splash in waves:). My particles sim is not a big one ( 4 milions ) but still the VDB is not following the particle shape as desired. Anyway , i can live with the quality of the splash , but I'm not happy at all with the quality of the surface of the ocean .Have this orange skin texture, like cellulitis .... I've tried with dilate/smooth/erode - and this method affects the splash too much loosing it's details ( and i don't want that) and apparently didn't influence de surface of the water ("ocean") enough to smooth the "orange skin" out !!! . I've also tried to decrease the particle separation ( now is .06 to .04 ) : the details pop up of course , but so does the jitter from the ocean surface ( "orange skin" ( i have an splash tank and it's copying an ocean wave surface) attached you have screens shots with and without VDB operators to see the difference question 1- what can i do ( what other combination of VDB operators can i use ) to get my water surface smoother without affecting the details of the splash too much Edited February 19, 2015 by chishbak Quote Link to comment Share on other sites More sharing options...
chishbak Posted February 19, 2015 Author Share Posted February 19, 2015 (edited) here's another screen - see the difference between the ocean wave surface and the VDB surface from the splash tank. - the shape of the waves is the same, behaves the same etc. ( i have a blend between the two on the edges) but the details from the VDB surf are far too graini Edited February 19, 2015 by chishbak Quote Link to comment Share on other sites More sharing options...
pbarua Posted February 19, 2015 Share Posted February 19, 2015 Increase Influence Scale. That should help. Quote Link to comment Share on other sites More sharing options...
chishbak Posted February 19, 2015 Author Share Posted February 19, 2015 Thx. For now this could be a solution, but still... i'm loosing the droplets from the splash. So this solution should be a compromise between smoothness of the surface and lack of detail in the splash ? Or there is another solution out there to keep the separated particles from the splash (droplets) and also smooth the surface build between all particles - ? maybe just separate the splash from the rest of flip tank and simulate it different from the body of water? Quote Link to comment Share on other sites More sharing options...
pbarua Posted February 19, 2015 Share Posted February 19, 2015 Make simulation bit more highres to get more splash so you can get smoother mesh out of that. Alternatively you can try pointreplicate sop. Play with Points per Point, Uniform Scale, Velocity Stretch, Seed and Radial Velocity. It's bit funky but sometimes true lifesaver. Quote Link to comment Share on other sites More sharing options...
chishbak Posted February 19, 2015 Author Share Posted February 19, 2015 Thx. Sounds good. I'll try with pointreplicate Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted February 19, 2015 Share Posted February 19, 2015 Make simulation bit more highres to get more splash so you can get smoother mesh out of that. Yes, the simulation looks relatively low resolution. With more detail in the simulation it will be easier to get a smoother mesh while retaining the sharpness and detail in the splashes. Quote Link to comment Share on other sites More sharing options...
Juraj Posted February 19, 2015 Share Posted February 19, 2015 Also you can smooth your VDB based on particles velocity. So that slowly moving surface will be smooth while splashes will remain detailed. Here is example: Quote Link to comment Share on other sites More sharing options...
Scratch Posted February 19, 2015 Share Posted February 19, 2015 (edited) Increasing the influence scale definitely helps, but tends to also reduce overall detail. Balance is key here... The velocity smooth method is great! Tested it myself, works fine for certain conditions (calm ocean vs splash) as in the video. I wasn't able to smooth overall fast moving fluids this way though. Also check this out, I had similar problems http://forums.odforce.net/topic/21645-vdb-fluid-meshing-smooth-workflow-with-vdb-masks/ Convert your particles to vdb using annother particle fluid mesh, smooth it and erode it a bit so the droplets stick out of your new sdf volume. Then use this volume as mask for the smooth VDB (SDF). eveything inside the volume (the body) gets smoothed, everything outside does ot (the droplets). It needs some fiddeling around but one can get decent results! Edited February 19, 2015 by Scratch Quote Link to comment Share on other sites More sharing options...
chishbak Posted February 20, 2015 Author Share Posted February 20, 2015 (edited) Great. thx guys. Apparently the smooth velocity does the trick for me ( relatively slow ocean and fast splashes) i'll dive into that, hopefully i'll manage to build it. If not, i'll be back Philipp, i've seen your post. Cool idea to smooth everything until the droplets dissapear and than use it as a mask . Could be tricky in my case because i have a large ocean swell - big slow waves that deforme the whole volume a lot , and big splash. i'll see it anyway. sound easyer to build than smooth velocity ( at least for a rookie like me) Edited February 20, 2015 by chishbak Quote Link to comment Share on other sites More sharing options...
cojoMan Posted March 2, 2015 Share Posted March 2, 2015 - lower particle separation so you get more resolution out of your sim, but yes, increased sim times. - the velocity blending approach should work for you - you can also try to add another level of high frequency ocean spectrum on top of your big waves after meshing that would break the current splotchy look, and this after the velocity based smoothing should look great. Quote Link to comment Share on other sites More sharing options...
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