Heya Folks,
The usual nonsense with this one - foam on a very dense water mesh. I’ve got access to krakatoa, pflow (ick) and thinking particles. Seeing as the lovely folks of thinkbox have made massive speed ups in mesh interaction with the krakatoa collision operator and also done some foam setups during the frantic film days I was wondering what engine you guys found was the quickest when dealing with really high particle counts based on data from a really high res water mesh? I’m using the latest houdini ocean toolkit for “dumb” shots which looks great and it’ll give me crest data using it’s in built vertex colours so I’d like to emit based on this, apply some kind of noise or turbulence and then use krakatoa’s intersectRay to project back on to the mesh (Cheers hristo!) so I can make foam / wakes and so on. Ideally I’ll be using some pretty high res meshes (or baking out an animated map from the high res crest data and using it as an emission map) to get as much connection driven by the crisp detail of the mesh.
What do you reckon the fastest processor for generating huge counts?
Much appreciated!
John