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THAT'S COOL. Time to test it out with my render farm. I'll reply with my results.
cant wait to see what you come up with, good thing with this build it includes the GPU+CPU rendering feature so your render farm should be able to cook up something good.
Is that for cycles? How do I use that feature?
I figured it out. Sadly, it isn't going to help much. When rendering with a GPU, you have to use huge tile size (1024) to get best performance. What would take hours to render with 64 pix tiles will take 20 minutes with 1024. The exact opposite goes for processors. They have an optimal size of 32 or 16. You can't mix these with this build of blender meaning you can only optimize the performance of one compute device which is quite sad, but I could see this being fixed in the future with enough programming.
What material are you using for the liquid? I've always just used glass but it is just looks bad.
Honestly, is there any chance you could just send me your project file? (I don't need the cache)
There are a few things you are doing that I'm just not sure how they are done. And this would make it a lot easier to just render instead of me making my own scene. When it's done rendering (in 1080p with 256+ samples) I'll send you the footage and you can upload it to your channel. And to be completly honest, I could probably even render it in 4K.
Small update, while rendering one frame of my very similar simulation, it will only take 2-2.5 days to render 250 frames at 4k with a sample rate of 512. And probably half that on my other computer that has dual 8 gig graphics cards.
unfortunately i used a paid for HDRi in the scene so i will not be able to share the file, that is what contributes to the look of the water the most.
the actual shader for the water is from PBR materials 3 addon (its a free addon), seems like the person who made it website is down https://www.3d-wolf.com/materials.html so i uploaded it to a site for you, https://ufile.io/kqj1m
i also use the color management called Filmic with the look set to base contrast.
i did want to say dont forget to add an icosphere for the bubble/float/drop particles system that are attached to the fluid domain, when you enable them, i use the same icosphere for all of the particle systems with the random size in the particle systems set to 0.5 for each one.
for the material of the icosphere it is a simple material set up:
Diffuse shader
add shader
Glass shader
IOR set to 1.333
I got the addon, I downloaded an HDRi, and I tried both ocean and transparent from the pbr addon.
I can’t get a result anywhere near what you have.
https://imgur.com/a/1kRQw
I also tried both smooth and flat shading.
Any ideas?
what resolution are you using for the liquid?
stupid question you are using Mantaflow right?
i does look like the reflection of your HDRi is causing the blackness.
Lol, yeah I’m using Mantaflow and the resolution is 128. I copied every setting from your video. I’ll try a couple different HDRi’s and see what I get
No better.
https://imgur.com/a/jcAsx
I have no idea what everyone does differently to make clear water. I think the issue is it’s reflecting way too much
i dont use this my self but in the render setting under film select transparent glass it will stop the liquid reflecting the background HDRI like i have said i have never used it so i am not sure how effective it is.
No change. That’s a setting I’ve been looking for for other projects, but it just says the HDRi isn’t causing the liquid to look bad.
Any chance you could remove the HDRi/addon and send the project file? I want to just compare everything and see what’s done different (also so I can get it rendering on my other computer)
all i have done is remove the HDRi
https://ufile.io/rsnov
let me know how you get on.