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Phoenix sim "Chunky"/"Blobby"

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  • Phoenix sim "Chunky"/"Blobby"

    Heyo!
    Back again with another question; I've run a sim with Phoenix that covers an area of about 0.3m x 0.4m x 0.5m with a proper unit and scene scale and ran it with about 40-70 million cells on the sim grid and yet the liquid seems almost "chunky" or "blobby" in its movements. Is this because 40-70 million cells are not really enough in this scenario or might there be some other setting that I should try to tweak?

    Thanks for all the help so far!

    Link: https://vimeo.com/281050231
    Pass: liquid

  • #2
    Oh, the surface tension and viscosity are also very important, do you have any of the two? In general, more Steps Per Frame should help the liquid settle - how many do you have now?

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      I ran the sim with 12 Steps Per Frame, I did not use any surface tension or viscosity for the sim in that shot, which is why I'm a little confused. I thought that by not having any of either it would be as "free-flowing" as possible and have the least likelihood of getting lumpy. Also, I think I stand corrected by double checking the settings. Its set to 24 million cells, not 40. Might be too low?

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      • #4
        Hmm, sounds like a good enough resolution. Thing is that I'm not sure where to look at in the video - it seems to me like it behaving fine overall, maybe a bit too wiggly while in the pot..
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Originally posted by Svetlin.Nikolov View Post
          Hmm, sounds like a good enough resolution. Thing is that I'm not sure where to look at in the video - it seems to me like it behaving fine overall, maybe a bit too wiggly while in the pot..
          Oh, really sorry, of course, I should have specified! When it pours out, when the liquid is in the middle of the air from the pot to the mug it seems to come out in these blobby/lumpy chunks and that's what almost seems like its simmed with a low cell count or something.

          My bad

          The wiggly while in the pot I am aware of. Its because I have had to animate the gravity value up and down to compensate for some of the characters movements to prevent the liquid from spilling/splashing out of the pot. The higher the gravity the faster the wiggling in the pot happens and the more wobbly and strange it looks.
          Last edited by Underscore; 21-07-2018, 12:57 PM.

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          • #6
            Oh, in this case, if the droplets are too large when pouring out, I can think of two things you can try:
            - Without any simulation changes, try enabling Mesh Smoothing from the Rendering rollout and also enable Use Liquid Particles. This way you can adjust the Particle Size option and decrease it, which might help.
            - Otherwise, it would either be increasing the resolution indeed, or simulating with a bit of Surface Tension but with Droplet Breakup of 0, so the surface tension would try to produce tendrils and not round droplet chunks.
            Svetlin Nikolov, Ex Phoenix team lead

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