两个关于水花的测试。
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两个关于水花的测试。
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海面上的水花的特效,水花是在浪尖處發射出來的,目前還沒有讓發射參數自動化的方法,都是表達式。一旦改變浪的性質,發射的粒子就要重新寫動態了。
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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.第二個其實開始是要模擬一下2012大母艦被沖上陸地的鏡頭,特寫。不過這個想法因為時間關系就停在了開始,發現幾個問題: Here's some issues: 1.Maya粒子模擬,即使是用無網格流體SPH來計算,可能數量大一點沒關系,不會崩潰。可是Mesh的過程就杯具了,只要分辨率和粒子數量達到一定的高度,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的機制很不好,有resolution限制,這個限制會導致即使在Maya不崩潰的情況下也會出現模型抖動的情況。Maya has some issues with the mesh tool, resolution restriction will cause mesh jittering all along.
3.構造歷史過多會導致問題更加嚴重,在流體模擬這種課題上,如果沒有歷史的幫助,整個模擬的效率會大打折扣,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計算的結果并不好,壓力不夠,張力不夠,能量傳遞有時候有問題,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能夠推出多質量的網格流體模擬。現在的流體都是氣態的,或者模擬兩種質量相近的流體。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.?
轉載于:https://www.cnblogs.com/ovspianist/archive/2010/10/31/1865392.html
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