05-19-2020, 08:15 AM
Okay.
I agree, complex and physically realistic fluid simulations are best for absolute realism. But thats often not needed. The disadvantages are that they are hard to art-direct, because you get no direct feedback and the simulation often needs a huge forecasted frame range until you got the point where the interesting part of the simulation, which you need for visualisation, kicks in. This all takes several trys, much time, performance and space. So its not worth the effort in every case.
Shader based solutions are also good and deliver great results (f.e. poenix fd ocean tex and foam tex together with VRayDisplacementMod), but they are weak in interactions. Also heavy stormy scenrios with huge waves, breaking waves and splashing is not really possible with shader based solutions. Another disadvantage is, that you have to render a small sequence, again and again for tweaking and art-directing it.
The particle solution I imagine is somewhere between a full realistic ocean sim and a shader based solution. It should not be a replacement for a fluid sim and shouldn't have any fluid solver implementation. Just some lightweight pattern and movement creating allgorithms like the Tessendorf stuff.
The almost best advantage would be that it would be strong in interactions (in the range whats possible with tyFlow (and thats a lot
) and can be used in combination with other operators for really cool creative stuff.
But hey, just an idea
!
I agree, complex and physically realistic fluid simulations are best for absolute realism. But thats often not needed. The disadvantages are that they are hard to art-direct, because you get no direct feedback and the simulation often needs a huge forecasted frame range until you got the point where the interesting part of the simulation, which you need for visualisation, kicks in. This all takes several trys, much time, performance and space. So its not worth the effort in every case.
Shader based solutions are also good and deliver great results (f.e. poenix fd ocean tex and foam tex together with VRayDisplacementMod), but they are weak in interactions. Also heavy stormy scenrios with huge waves, breaking waves and splashing is not really possible with shader based solutions. Another disadvantage is, that you have to render a small sequence, again and again for tweaking and art-directing it.
The particle solution I imagine is somewhere between a full realistic ocean sim and a shader based solution. It should not be a replacement for a fluid sim and shouldn't have any fluid solver implementation. Just some lightweight pattern and movement creating allgorithms like the Tessendorf stuff.
The almost best advantage would be that it would be strong in interactions (in the range whats possible with tyFlow (and thats a lot

But hey, just an idea
