White Water Refinement
Increasing Particle Resolution I drastically increased the amount of particles in order to facilitate rendering the white water as a volume. White Water Foam Edge In order to create a…
Increasing Particle Resolution I drastically increased the amount of particles in order to facilitate rendering the white water as a volume. White Water Foam Edge In order to create a…
Collision Generation To ensure air tight geometry my usual pyro collision setup scatters points on a surface, points get converted to VDB, VDB converted to geometry to merge all parts,…
To Do Drag Wedging Using TOPs I wedged the global drag values for my sim to try and find a speed that matched my reference. Meshing Setup Latest meshing but…
A big challenge I had this week was converting the large flip cache to USD for use on the farm. USD ROPs would fail due to running out of RAM.…
White Water Sourcing I do a couple of steps to my surface field before I add a white water source to smooth it a bit and try and remove some…
Often times render tests of multiple versions of a shader are necessary. Instead of rendering test frames one at a time we can use a TOP network to speed up…
Particle setup The sourcing of the beach is a particle fluid tank that is culled with the beach collision sdf. I usually have a null that will control voxel size…