Extended Ocean with large Object Collision - Slow Ocean Shader Spectra rendering

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Hello guys,

I have been working on a big storm simulation, with guided Ocean that collide with a oil station platform.
I made the extended ocean with particle surface using “Surface Polygon Soup”, and region bounding box with extrude edges for masking.

Everything is working, I made the mesh surface cache of extended, to improve the speed of rendering, but when I start the render for a single frame, the “volume shader” of ocean interior take a lot of time in mplay to start with messa “Creating displaced geometry (obj/guidedoceanlayer_fluidinterior)”, so I used only a object merge and a volume extrude.

Can I just cache this volume extrude? Also the number of subdivisions extrude can influence the spectra displacement render time?

Also there is some tip or trick to simulate this large FLIP with wavetank.

Thank you.

Here is the reference

Attachments:
Huge waves crash against swaying North Sea oil rig_1.mp4 (8.3 MB)

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