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  • TSR stuff

    I post my stuff here for now on.

    Heres my attempt to create a scene with close up to wide shot with ocean tools.

    The hardest part was again to control foams, especially where they born and where to have enough foam volume.
    Sim times where again under 6 minutes, but there where problems with few frames with camera motion blur. It creates horizontal long lines to ocean, and I have to render them without the motion blur.
    Some frames took many hours to render, others just ten or so.


  • #2
    A simple fire with resim and our fancy grid based illumination.
    http://vimeo.com/m/87270541
    Last edited by TSR_trix; 21-02-2014, 07:32 AM.

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    • #3
      Heeey, quite nice!
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        Hi guys.
        Heres my cascade setup test with four container and a bit varied values in each container.

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        • #5
          woooow!!!
          congrats man !

          btw, the cascade setup does not transfer the particles, how did you manage with this?

          and one more question - do we have permission to use this video?
          Last edited by Ivaylo Katev; 16-05-2014, 12:15 AM.
          ______________________________________________
          VRScans developer

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          • #6
            Thanks a lot Ivo!

            Well, no magic here, I just simply simulate the particles with the individual grids. It has the benefit to control to have a small count or massive one, depending the current position of the flow. I mean, in the beginning theres not too much, and in the fall there has to be millions.
            Anyway, everything blended nicely in comp

            And yes of course you can use this wherever you like.

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            • #7
              Basic stuff.
              Idea comes from my boy when he was shaking a bottle and I was thinking how hard it would be to get the same effect in digital.
              It was not precisely it but close enough. Tech details in info.

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              • #8
                looks promising, but you have to prerender it, the liquid is not overlapping the glass and the walls are visible. it is viscous, or just the foam rising speed is very low?
                ______________________________________________
                VRScans developer

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                • #9
                  Hmm, I try to use render gizmo for liquid and bubbles, but its possible that I unintentionally hide the gizmo, cause it was a copy of the original object. Or what did you mean about prerender?

                  I did many tests with different bubble sizes and tweak rising/falling, but I think they travel with the moving liquid still. It was hard to get the same kind of massive foam volume as if you shake a bottle containing small amount of soap and water inside. It creates a non moving foam volume.
                  But anyhow, it was fun to play with PHX soap

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                  • #10
                    sorry for the mistake, i automatically wrote "pre" , that is bulgarian prefix for again. i meant to render it again
                    you can't achieve big foam amount because the viscosity, actually this is valid for the real liquids too, the viscous liquid produce small by count but bigger bubbles.
                    another thing that i noticed right now - the liquid starts with lower volume, this is because such intensive movement requires bigger spf.
                    see this image, it is similar to your sim, but i think is simulated with spf=10
                    ______________________________________________
                    VRScans developer

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                    • #11
                      Yes I think the behavior I have in the real world was caused by the mix of the water and soap. It produces a massive amount of foams. I could add this very important note to the info of the video (sarcasm lol).

                      I try with many values, but my foam setup:
                      size 0.025
                      B2B 500
                      rising 0.001
                      falling 1500

                      About your example, you mean the increasing quantity of the liquid in my video? Cause yes it seems that the quantity increases after the shake, but this could be also the sticky liquid covering the whole bottle, or just my setup.

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                      • #12
                        yes, your have more liquid in the final frame, compared to the starting frame .
                        are you sure that you will have the same foam amount if the viscosity is the same? the viscosity in your simulation looks like of pure liquid soap, try to shake it, there are not too much bubbles. the viscosity prevents the foam production.
                        ______________________________________________
                        VRScans developer

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                        • #13
                          Thats the thing I try to explain. Without the water the soap wont create bubbles that much, but here I just love the foam and the way its been created. Of course the dark color of the gel indicates it to be pure, but I let it be because of the nice visual present.

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                          • #14
                            I decided to share my old explosion RnD.
                            Theres no time ramps, which obviously is important at the beginning cause with normal simulation setup I cant get the 8000 meters per second explosion
                            I use SPF 8 to get those nice flames pulling out from the main explosion, emitted from particles. Only thing is I would like to have more small detail to those flames, but increasing SPF it loses fine detail and with smaller SPF number it wont travel as much as now.

                            I also create the shockwave setup and to the back side of the exp these additional flames.
                            Originally the sequence was 100 frames but I didnt manage to render all the elements full length so the video is shorter.

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                            • #15
                              Mmm, very nice! Good job
                              Svetlin Nikolov, Ex Phoenix team lead

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