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[2.15] Regression IG wave control


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Hi,

In 2.15, wave ctrl has a very strange behavior:

  • upon receiving a wave ctrl, the screen flashes (full brightness or full darkness) (critical)
  • wave height of 4 and 5 have almost no white caps (unrealistic) (major, as white caps are used as a reference)
  • wave height of 6 has a very ugly pattern (critical)
    • image.png.e79a49400ddf1e986cc6c905f08cb632.png
  • each wave ctrl resets the ocean waves, meaning we don't have a continuity between Beaufort values (not critical, but ugly)
    • As 2.15 supports continuous transition in WaterGlobal now, it should be supported I think
  • after a database reload and a few seconds, WaveCtrl and MaritimeSurfaceConditionsCtrl don't work anymore (critical)

 

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Hello Amerio.Stephane,

 

Quote
  • upon receiving a wave ctrl, the screen flashes (full brightness or full darkness) (critical)
  • each wave ctrl resets the ocean waves, meaning we don't have a continuity between Beaufort values (not critical, but ugly)
    • As 2.15 supports continuous transition in WaterGlobal now, it should be supported I think

You could avoid both of these issues by setting "Water Mode" option to "Beufort" in Object Water Global node parameters. When Mode set to Layers, IG basically changing nodes in world to achieve certain wave height, while when water in "Beaufort" mode, ig changes only parameters of single node which provides smooth transition between wave heights.

Quote
  • wave height of 4 and 5 have almost no white caps (unrealistic) (major, as white caps are used as a reference)
  • wave height of 6 has a very ugly pattern (critical)
  • after a database reload and a few seconds, WaveCtrl and MaritimeSurfaceConditionsCtrl don't work anymore (critical)

These are definitely bugs, I've added them to our internal bugtracker, we'll fix this in upcoming hotfix.

Also please note that Whitecap controls through MaritimeSurfaceConditionsCtrl currently unavailable when using water in beaufort mode, but we'll improve baufort controls in future releases. 

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7 hours ago, vvvaseckiy said:

You could avoid both of these issues by setting "Water Mode" option to "Beufort" in Object Water Global node parameters.

This fixed most issues. Thanks!

One more inconvenience: it looks like HAT/HOT and LOS intersection don't match perfectly the waves, it looks like there is a time mismatch. 

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On 1/21/2022 at 8:14 PM, Amerio.Stephane said:

One more inconvenience: it looks like HAT/HOT and LOS intersection don't match perfectly the waves, it looks like there is a time mismatch. 

There's known issue with mismatch of visual\physical representation of water on Nvidia GPUs, it's already has been fixed in our internal builds, and will be shipped with upcoming hotfix. 

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