Hi Everyone. We recently finished a TVC that used phoenix FD for a stunt replacement shot where a boy had to fall into a pool hitting his head on the way..
You can check it out on the production companies site here:
http://www.thepenguinempire.com/work-item/?id=55
The CG shot is the 4th shot in. The whole pool surface was replaced with phoenix fluids, We animated a CG body double for simulation and refraction only (the boy is footage shot on green screen the whole time above the water). The boogie board was cg and animated prior to simulation so it drives the water splash etc.
There were a few challenges all up in using phoenix FD for a production shot that required several workarounds. Mainly to do with settling the liquid and having predictable results as we increased resolution. We didn't have much success with brush mode prefilling a predefined pool shape (the volume would just change so crazily especially as the resolution increased, and our pool level needed to be spot on to match other elements) so we resorted to initial fill up of the grid area and only minimal collision surfaces, for example the pool top edge and a cut down piece of pool wall for the splashes to bounce off (only the area immediately around the boy)
We tended to find that static meshes that are there at similation start seem to create an air pressure effect that pushes the water surface down even if they are a decent distance from the mesh. Our only way around this was to let it be and have a decent amount of frames of simulation settling time before the shot starts ( from memory it was only about 100 frames)
We also animated the foam and splash thresholds to be very low at the start to avoid unwanted collision foaming around the edges then turn up just before the impact of the splash.
It did feel fairly unpredictable working with phoenix FD until we got a stable-ish setup and stayed at a resolution that seemed to work, early on was quite frustrating but in the end we're fairly happy with the result and the clients were very happy.
Cheers
Dave
edit* here's a breakdown edit we've just done
https://vimeo.com/105103291
You can check it out on the production companies site here:
http://www.thepenguinempire.com/work-item/?id=55
The CG shot is the 4th shot in. The whole pool surface was replaced with phoenix fluids, We animated a CG body double for simulation and refraction only (the boy is footage shot on green screen the whole time above the water). The boogie board was cg and animated prior to simulation so it drives the water splash etc.
There were a few challenges all up in using phoenix FD for a production shot that required several workarounds. Mainly to do with settling the liquid and having predictable results as we increased resolution. We didn't have much success with brush mode prefilling a predefined pool shape (the volume would just change so crazily especially as the resolution increased, and our pool level needed to be spot on to match other elements) so we resorted to initial fill up of the grid area and only minimal collision surfaces, for example the pool top edge and a cut down piece of pool wall for the splashes to bounce off (only the area immediately around the boy)
We tended to find that static meshes that are there at similation start seem to create an air pressure effect that pushes the water surface down even if they are a decent distance from the mesh. Our only way around this was to let it be and have a decent amount of frames of simulation settling time before the shot starts ( from memory it was only about 100 frames)
We also animated the foam and splash thresholds to be very low at the start to avoid unwanted collision foaming around the edges then turn up just before the impact of the splash.
It did feel fairly unpredictable working with phoenix FD until we got a stable-ish setup and stayed at a resolution that seemed to work, early on was quite frustrating but in the end we're fairly happy with the result and the clients were very happy.
Cheers
Dave
edit* here's a breakdown edit we've just done
https://vimeo.com/105103291
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