This video by Moby Motion will help you understand the relation between fluid sim resolution, render time and output quality.
I rendered out a scene by intotheVOiD in loads of different resolutions to create this reference video. I'll be using it in the future to decide on a compromise between fluid simulation quality and simulation time. I hope others find it useful too!
3 Comments
Very nice references!
I think the video could have used some audio though (IMHO), it's too eerily quiet for my taste. Maybe some narration to tell less advanced users explicitly what phemonenon and artefact changes to notice as the resolution goes up, or just some royalty free background music.
Cool video. After every new shot I would say to myself, "Okay, NOW that looks like real water" and it just kept getting better. What I learned: make the resolution as high as you can stand to wait for... and get the most powerful computer you can afford.
Thanks for taking time to make this reference and to share it with the community.
to me it seems like lower resolutions still act like real water just on a much smaller scale where you're watching individual drops much closer rather than over a larger physical area like we're used to seeing.
still, what you learned makes sense because we're more likely to need it higher resolution for any given shot than not.