caskal Posted July 9, 2018 Share Posted July 9, 2018 (edited) Hello magicians, I'm working on a large scale FLIP scene and need some tips regarding to workflow. The main scene has 2 FLIP sims, 1 for a waterfall, and 1 for a river. On my current setup I made the river using narrow band, and the waterfall using a emitter, not sure if this is the best workflow in terms of speed and direction, the current setup looks like this (blue = waterfall / red = river) And here is a viewport sample Questions: 1) Is this the best approach for mixing a waterfall with a river? emitter + narrow band? 2) I saw in other post that some people breaks the geometry in equal modules and then put them together, should I break the river within 3 equal parts to save time and quality? 3) I readed that when you export particles, is useful to delete attributes that won't be used, I did a quick test with all attributes and 1 frame was 800mb, deleted some and took it to 200mb, is this a right approach? 4) For final meshing, should I create VDB / polygon soup and export passes in order to make detail stuff like foam? 5) Should I export particles in wedges? 6) There is a dop workflow to upres particle/flip mesh like "gasupres" within pyro? Would love to hear any tips regarding to large scale flip, will keep reading on the forum in the meantime Thanks! Edited July 9, 2018 by caskal Quote Link to comment Share on other sites More sharing options...
younglegend Posted July 9, 2018 Share Posted July 9, 2018 No matter which workflow you follow, in the end it comes down to how much time you have to finish the shot of such scale. Your workflow is straight forward and will definitely work. But if you have good amount of time on your side you can optimize your shot quite a bit, but expect hitting into some annoying problems along the way which could consume more time. Even though every artist have their own workflow and a way of optimizing, here's what i would do; 1. Simulate and cache waterfall separately and pump it's vel into the river sim. You can use vel only from the portion that hits the river. Gives you good control on how splashy you need the waterfall to be. 2. That definitely helps with the quality. 3. Fluid compress takes care of that. You can always edit the attributes you need anyways. 4. Particles should be enough to make foam, bubbles etc 5.No idea if that helps. sorry. 6. No idea about upres. But i usually combine 2 or 3 medium res caches with different seeds. Take a look at this discussion though. Might help. Cheers and goodluck! 2 Quote Link to comment Share on other sites More sharing options...
caskal Posted July 10, 2018 Author Share Posted July 10, 2018 Hey @younglegend , thanks a lot for your tips! I agree, the more I dig into the shot, the more issues I found, its a tricky one, specially with the camera movement that is super close to the water/terrain. As for time, all the project is about 2 months, but there are 5 main scenes, this is one of them. Didn't thought about pumping vel from the waterfall into the river, that would be awesome, it should work the same as I have now in terms of results?, how should I import it? this are my thoughts, never did that before: 1) Load the sim cache 2) Made a sop solver within dops and use an attribute transfer there with vel? or inside the sop solver in dops, make a point vop to import vel from the other sim? will dig around that, I think I saw a tutorial about using custom velocities, sorry for the noobness Thanks for the thread too, checking now Cheers! Quote Link to comment Share on other sites More sharing options...
younglegend Posted July 11, 2018 Share Posted July 11, 2018 You can use a fluid source set to 'pump' or make your own in vops and feed it into source volume set to 'pump' or use a gas field wrangle to bring in the vel field. Have attached few links below; might help. Cheers! https://forums.odforce.net/topic/17837-flip-pump-from-object-volume/?tab=comments#comment-108139 https://forums.odforce.net/topic/38831-modify-splash-in-flip-sim-by-sink-pump-or-pop-nodes/?tab=comments#comment-188764 https://forums.odforce.net/topic/18012-helicopterdynamic-flip-waves-test/?tab=comments#comment-136617 1 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted July 11, 2018 Author Share Posted July 11, 2018 1 hour ago, younglegend said: You can use a fluid source set to 'pump' or make your own in vops and feed it into source volume set to 'pump' or use a gas field wrangle to bring in the vel field. Have attached few links below; might help. Cheers! https://forums.odforce.net/topic/17837-flip-pump-from-object-volume/?tab=comments#comment-108139 https://forums.odforce.net/topic/38831-modify-splash-in-flip-sim-by-sink-pump-or-pop-nodes/?tab=comments#comment-188764 https://forums.odforce.net/topic/18012-helicopterdynamic-flip-waves-test/?tab=comments#comment-136617 You rock! digging into those threads now, btw just learned about whitewater, that stuff really increases the render thanks again dude! Cheers! Quote Link to comment Share on other sites More sharing options...
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