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两个关于水花的测试。

發(fā)布時(shí)間:2023/11/27 生活经验 31 豆豆
生活随笔 收集整理的這篇文章主要介紹了 两个关于水花的测试。 小編覺得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.



海面上的水花的特效,水花是在浪尖處發(fā)射出來的,目前還沒有讓發(fā)射參數(shù)自動(dòng)化的方法,都是表達(dá)式。一旦改變浪的性質(zhì),發(fā)射的粒子就要重新寫動(dòng)態(tài)了。

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Splash on the ocean emitted from the crisp faces on top of the wave, the whitecap, all controlled with expressions. I don't have an automated emission parameter function, once the type of the wave changes, the expression should be re-write.
第二個(gè)其實(shí)開始是要模擬一下2012大母艦被沖上陸地的鏡頭,特寫。不過這個(gè)想法因?yàn)闀r(shí)間關(guān)系就停在了開始,發(fā)現(xiàn)幾個(gè)問題: Here's some issues: 1.Maya粒子模擬,即使是用無網(wǎng)格流體SPH來計(jì)算,可能數(shù)量大一點(diǎn)沒關(guān)系,不會(huì)崩潰。可是Mesh的過程就杯具了,只要分辨率和粒子數(shù)量達(dá)到一定的高度,Maya果斷crash! Maya can handle large amount of SPH particle simulation, though slow, but the mesh process is a disaster, once the resolution or particle counts goes up to a certain amount, maya crashes immediately.
2.Mesh的機(jī)制很不好,有resolution限制,這個(gè)限制會(huì)導(dǎo)致即使在Maya不崩潰的情況下也會(huì)出現(xiàn)模型抖動(dòng)的情況。Maya has some issues with the mesh tool, resolution restriction will cause mesh jittering all along.
3.構(gòu)造歷史過多會(huì)導(dǎo)致問題更加嚴(yán)重,在流體模擬這種課題上,如果沒有歷史的幫助,整個(gè)模擬的效率會(huì)大打折扣,而且有些效果成為不可能。Construction history cause problems when there are a lot of them, but they are important for fluid sim, some effects will be impossible to do.
4.Maya的SPH計(jì)算的結(jié)果并不好,壓力不夠,張力不夠,能量傳遞有時(shí)候有問題,像我同事所說的,可能Maya粒子流體只適合模擬大鼻涕一樣的東西。SPH in Maya doesn't work well enough, problematic pressure, tension, energy conservation, transferring.
5.再次希望,Maya能夠推出多質(zhì)量的網(wǎng)格流體模擬。現(xiàn)在的流體都是氣態(tài)的,或者模擬兩種質(zhì)量相近的流體。而氣體/液體這種,才是我們迫切需要的,畢竟大規(guī)模流體我們不能用SPH。(Houdini 11有了自己的FLIP Solver,Realflow 5有了Hybrido混合解算器,Maya估計(jì)也快了吧) Hope that maya will have multiple mass grid fluid simulation. For now all simulation are gaseous, all 2 same mass kinds of fluids. Gas/Fluid is what we need the most, we can't use SPH for large scale sims after all.?

轉(zhuǎn)載于:https://www.cnblogs.com/ovspianist/archive/2010/10/31/1865392.html

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