Newly tuned rough area and some render fun
The last 1.5 days I’ve been busy with more setup work for the particles. I’ve further tuned the rough area on the lip of the wave to make it thinner and more oriented around the tip as I was getting to big an area on the front of the wave spewing out particles, which was not very realistic.
Today, I’ve done experiments on how much particles I can render efficiently. In that course I found that to my not so big surprise 540Mil particles is too much
. Densities around 200 mil particles are very doable. The biggest problem you run into is memory and when that fill up the render machine just starts throwing stuff back and forth to your harddisk which is death to render performance.
I got some interesting results from render time instancing which will be very useful for the big white water explosion particles. For the lipspray I think I’ll not end up using instancing too much. With a bit of luck I’ll be rendering some nice lipspray somewhere this weekend.
More details on the changes in my setup for the particles will follow when I’ve got some lip spray renders. I though it would be fun to end before the weekend with a nice fresh new look. As always render included:
I’ve got a animated render cooking now, which I’ll post when its done tomorrow morning. Note that this was a quick setup and there are some changes to the colors which I’d like to do, but it was fun to get something nice looking out of it again after all the technical stuff…
Cheers,
Erik






