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I am working on a scene like that with a ship with similar dimensions currently using nightly 25954 (no Splash-Size in the UI?)
As a sidenote: Basically I don't like anything but 1 unit = 1 any other unit being cm or m of ft or whatever as we had some troubles with mixing dimensions form different sources and xrefs and animations. So I build the scene from scratch with 1 world-unit = 1cm following the tutorial and using a not so modern ship and slower forward-movement.
How would I approach the scene if the ocean had big waves in it?
Animating the ship should not be the tricky part. Adding displacement after the simulation just in the rendersettings seems too simple as the waves do not splash on the hull and such nice stuff.
As a start the oceantex looks pretty good but how would it be considered in the simulation?
i have seen a technique (never tried it) when a geometry surface is displaced by the displacement texture and the simulation is run with thin layer of water over it. actually the surface may be a source, not sure.
we are considering a tool to make this automatically, because many people need it.
about the splash size - currently the splash size is calculated automatically by the amount of the splash particles corresponding to single water particle (the splash multiplier). this ensures good water-splash transition, but if you are not satisfied, you can change the size in the rendering using the size multiplier of the particle shader. the explicit size was producing too many problems, it was introduced by the assumption that everyone knows what is the real size of the droplets, but in a ship scene like yours the droplets are billions, you cant cover all of them using the real size. so, now the size is relative to the grid resolution, multiplier 5 means the average droplet volume is 1/5 from the grid cell volume.
i have seen a technique (never tried it) when a geometry surface is displaced by the displacement texture and the simulation is run with thin layer of water over it. actually the surface may be a source, not sure.
we are considering a tool to make this automatically, because many people need it.
Sounds like some fun R&D is to do (... I need more time for this project)
Which Conservation- and MaterialTransfer-Method would you recommend as a start? Is FLIP the best choice for all liquids now? Shame on me that I never touched it yet.
about the splash size - currently the splash size is calculated automatically by the amount of the splash particles corresponding to single water particle (the splash multiplier). this ensures good water-splash transition, but if you are not satisfied, you can change the size in the rendering using the size multiplier of the particle shader. the explicit size was producing too many problems, it was introduced by the assumption that everyone knows what is the real size of the droplets, but in a ship scene like yours the droplets are billions, you cant cover all of them using the real size. so, now the size is relative to the grid resolution, multiplier 5 means the average droplet volume is 1/5 from the grid cell volume.
in almost all the cases flip gives better results than the grid solver, except one - the grid is able to settle to a perfectly flat calm surface, flip can't do this.
i have seen a technique (never tried it) when a geometry surface is displaced by the displacement texture and the simulation is run with thin layer of water over it. actually the surface may be a source, not sure.
we are considering a tool to make this automatically, because many people need it.
about the splash size - currently the splash size is calculated automatically by the amount of the splash particles corresponding to single water particle (the splash multiplier). this ensures good water-splash transition, but if you are not satisfied, you can change the size in the rendering using the size multiplier of the particle shader. the explicit size was producing too many problems, it was introduced by the assumption that everyone knows what is the real size of the droplets, but in a ship scene like yours the droplets are billions, you cant cover all of them using the real size. so, now the size is relative to the grid resolution, multiplier 5 means the average droplet volume is 1/5 from the grid cell volume.
It's not the exact thing Ivayo described - currently there is the Wave Force helper in the nightlies which uses the animated ocean displacement tex to drive the actual simulation.
Hi Ivaylo,
I am new to the forum. First post.
Borrowed* your scene and simulated it with phoenixFD_adv_22501_max2015_vray_30_x64_26780. Looked great to me.
Deleted the fregatte and put my boaty in there, shrank the box, kept the same sell size (~22.7 mil sells), decreased the boat speed down to 10 kn. All else kept the same. Results... not so great.
less splashes and foam were anticipated, due to the lower speed, but that little?
was this to be expected whit the given sim settings?
it looks to me at least at the bow, there are decent conditions for splash generation. I will start playing with the sim settings. Do you have some initial guidance/rules of thumb what to start with? for instance "if you back down speed 1/2, bump splash *** 2x..." would be very helpful.
also you mentioned earlier the boundary between the simulator and the ocean will always be noticeable, bu in my case is pretty drastic. is is a mater of render settings or ocean texture?
how about that lighting* on the border of the box flushing @ ~17 sec and 22 sec in the vimeo?
you can fake speed presence by decreasing the gravity, this will restore the foam production keeping all the rest properties.
about the boundaries, try to increase the ocean subdivisions, i think you just have more details in the box than outside, that is caused by the high grid resolution.
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