Hi HEre is the thread in chaos forum about the bug where foam is not displaced with ocean mesh. https://forums.chaosgroup.com/forum/pho ... he-surface
They told me it is octane problem. I thought it would be phoenix they said it is octane bug.
Please fix it. We cannot have high waves because foam is not displaced with the mesh. Hopefully this can be fixed soon.
when I have high waves 3 meters foam from the ship does not contour around ocean mesh. it stays above wave holes
This is what they said "The displacement is not affecting the foam and splashes in the viewport preview (it's in the to do list), but it's all good in the renders." I guess OCtane cannot recognize that foam must be displaced with the mesh and still renderers it like in a viewport
Phoenix FD foam displacement issue with ocean mesh
Forum rules
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
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- paride4331
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- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,
I'm working on
Regards
Paride
I'm working on
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
paride4331 wrote:Hi coilbook,
I'm working on
Regards
Paride
Thanks Paride
It looks like old versions did support foam displacement at least at lower wave heights .
Currently I am using Phoenix fd 3.11.01 Nightly, Build ID: 2018061628337
and octane 3.08 - 5.07
UPDATE:
I might be wrong this foam is from a liquid displacement not a mesh displacement
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi coilbook,
I did some tests; personally I'm not sure that your issue depends on Octane.
I made a new scene starting from vray and then converting to Octane.
As you can see, all looks the same, change size particles but it does not think changes the test.
As you can see everything seems to be regular. I simply used ocean tools, not geometry as you did. Could this be the cause of particle offset?
Chaosgroup says to use unit size 1 = 1 meter, but I have tried both inch and meters, but it does not seem to change.
However, many phoenix parameters are in meters. I will send your file and mine to developers; try you too with my test file.
Regards
Paride
I did some tests; personally I'm not sure that your issue depends on Octane.
I made a new scene starting from vray and then converting to Octane.
As you can see, all looks the same, change size particles but it does not think changes the test.
As you can see everything seems to be regular. I simply used ocean tools, not geometry as you did. Could this be the cause of particle offset?
Chaosgroup says to use unit size 1 = 1 meter, but I have tried both inch and meters, but it does not seem to change.
However, many phoenix parameters are in meters. I will send your file and mine to developers; try you too with my test file.
Regards
Paride
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- octanemeter.zip
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2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
paride4331 wrote:Hi coilbook,
I did some tests; personally I'm not sure that your issue depends on Octane.
I made a new scene starting from vray and then converting to Octane.
As you can see, all looks the same, change size particles but it does not think changes the test.
As you can see everything seems to be regular. I simply used ocean tools, not geometry as you did. Could this be the cause of particle offset?
Chaosgroup says to use unit size 1 = 1 meter, but I have tried both inch and meters, but it does not seem to change.
However, many phoenix parameters are in meters. I will send your file and mine to developers; try you too with my test file.
Regards
Paride
Hi Paride
I will send you the scene soon. Foam work fine on top of liquid but when you use ocean texture with high waves that foam must match to ocean mesh waves from the texture. Vray does it during rendering octane does not THanks
As you can see when you render foam is airborne and only matches blue liquid particles instead it must match actual mesh waves during rendering.
if you go to the ocean texture in your scene and set waves to 5-10 meters high you will see that foam is not displaced 5-10 meters but it should be during high waves all done during rendering . Instead foam is floating
if you go to the ocean texture in your scene and set waves to 5-10 meters high you will see that foam is not displaced 5-10 meters but it should be during high waves all done during rendering . Instead foam is floating
Hi Parideparide4331 wrote:Hi coilbook,
I did some tests; personally I'm not sure that your issue depends on Octane.
I made a new scene starting from vray and then converting to Octane.
As you can see, all looks the same, change size particles but it does not think changes the test.
As you can see everything seems to be regular. I simply used ocean tools, not geometry as you did. Could this be the cause of particle offset?
Chaosgroup says to use unit size 1 = 1 meter, but I have tried both inch and meters, but it does not seem to change.
However, many phoenix parameters are in meters. I will send your file and mine to developers; try you too with my test file.
Regards
Paride
were you able to find out if they can fix it or it is something that will take them a while to fix?
Thanks
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am