Extended ocean surface has artifacts in the render

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Hi everyone,

I'm working on a large ocean setup that includes a FLIP simulation. However, I'm encountering an issue where the areas of the ocean extending the edges of the FLIP simulation outward are showing significant artifacts in the render (Karma). Interestingly, the corner extensions appear fine. I'm using the ocean procedural LOP for rendering.

Has anyone experienced this before or found a solution to fix these rendering artifacts?

Thanks in advance for any insights!

Marc
Edited by gmarc - 2024年11月7日 02:58:50

Attachments:
ocean_render_artifact.jpg (140.1 KB)
artifacts.jpg (68.4 KB)

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Nobody with a solution? I've just stumbled over a post in an other thread. Garion has the exact same issue. Unfortunately, there aren't any answers either.

It's the last post in this thread:
https://www.sidefx.com/forum/topic/88194/?page=1#post-430764 [www.sidefx.com]
Edited by gmarc - 2024年11月7日 23:42:14
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Only solution I have found is to tweak the Pad Bounds on Particle Fluid Surface>Regions>Pad Bounds, to get more square polygons on the problematic areas.
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Thanks for this hint! Raising the parameter "Extrude Divisions" under "Flatten outside Bounding Box" helped to get rid of the artefacts.
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We stopped extending the flip surface and instead do it as a separate mesh since we couldn't find a good solution that worked consistently everytimei. As a separate mesh we had more control over the remeshing and only need it for a single frame. Long thin triangles don't work with the tridivide node which is what's happening at rendertime in Solaris.
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Having a separate mesh, does that mean you render it in two passes and combine it in post? I've played around with this and never got a clean result without any visible seems.
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