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  • #16
    i did a fast setup to test my suggestions, and i saw that the conservation is really important, so no way to use any other, you must use smooth with high quality, 100 is good enough. that why i changed my post with "if the conservation is important".
    the scene units should be not a problem.
    ______________________________________________
    VRScans developer

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    • #17
      Originally posted by Ivaylo Katev View Post
      i did a fast setup to test my suggestions, and i saw that the conservation is really important, so no way to use any other, you must use smooth with high quality, 100 is good enough.
      Thank you Ivaylo.

      Is it possible that you send me your test for max 2012?

      Sascha

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      • #18
        sure, here is the scene. it is not tested at high resolution, but at low res (100k cells) it works fine. btw there are some hidden conservation options, and i think they can be useful for this scene.
        try that: select the simulator and type in the max listener $.refltype=11
        this will enables a hidden conservation method that was used in version 1.2, it increases the conservation quality many times, but sometimes leads to breathing effect. i think here is no such possibility because it happens for outdoor scenes only
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        VRScans developer

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        • #19
          btw, i tried the trick $.refltype=11 and it works much better, with quality only 20 it produces perfect result and because of this is about five times faster. here is the scene with the correction. now it runs with about 10 sec per frame at 6 Mcells, after 30 min you have the second floor in smoke
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          VRScans developer

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          • #20
            Originally posted by Ivaylo Katev View Post
            btw, i tried the trick $.refltype=11 and it works much better, with quality only 20 it produces perfect result and because of this is about five times faster. here is the scene with the correction. now it runs with about 10 sec per frame at 6 Mcells, after 30 min you have the second floor in smoke
            Ivaylo!

            Can't await to check this tomorrow morning! I really appreciate this!

            $.refltype = 11 - that means there are at least 10 more conservation methods from which I know 4 for now?

            Thank you very much! I'll give you feedback tomorrow.

            Sascha

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            • #21
              Another option to get phx better, but it is not anyhow commented Love it
              I just can't seem to trust myself
              So what chance does that leave, for anyone else?
              ---------------------------------------------------------
              CG Artist

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              • #22
                Originally posted by Ivaylo Katev View Post
                here is the scene with the correction
                Ivaylo.

                That looks realy promising! Thank you very much! I´ll try to adapt this setup to my scene and I´ll let you know about the progress.

                And again I´m really pleased by the Chaos support. With no other software developer I have had this amazing experience.

                Kind regards.

                Sascha

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                • #23
                  Originally posted by Paul Oblomov View Post
                  Another option to get phx better, but it is not anyhow commented Love it
                  Hi Paul

                  Yeah, maybe this conservation method is worth a comeback - with detailed documentation and a good sample (the one Ivaylo provided yet is excellent) everybody should be aware of the dangers and the benefits...

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                  • #24
                    here is the result of the last scene, 100 minutes for 500 frames simulation, and 2h rendering with vray.


                    about the hidden conservation methods:
                    actually this is not fully different method, it is just a modification of the smooth method. refltype=11 produces the same result as the usual smooth method in version 1.x of phoenix. this modification gives high convergence rate, i.e without it you can reach the result with quality set to very high value. however, this modification leads to some very annoying problems, and because of this it is hidden. but in some cases, it is very, very useful.
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                    • #25
                      Originally posted by Ivaylo Katev View Post
                      ...but in some cases, it is very, very useful.
                      Yes it is!

                      Thanks again.

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                      • #26
                        Originally posted by Ivaylo Katev View Post
                        but in some cases, it is very, very useful.
                        Ivaylo, hi, I have another question here:...

                        In your samplefile I see, that you setup your geometry so that it definitely intersects at a certain amount.

                        Is this important? Shall I avoid walls that touch each other with complanar faces?

                        I always do pure and clean modeling with snapping, so my geometry does not intersect usually. Of course I do avoid visible complanar faces in terms of rendering due to AO and GI problems, but I always have invisible / covered complanar faces...

                        Is this a problem? Do I have to modify the geometry for better simulation with PhoenixFD?

                        Thank you and kind regards.

                        Sascha

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                        • #27
                          it is important only when inscribed geometry representation is selected, in this case the geometry should overlap a bit.
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                          • #28
                            Originally posted by Ivaylo Katev View Post
                            it is important only when inscribed geometry representation is selected, in this case the geometry should overlap a bit.
                            Thank you, Ivaylo.

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                            • #29
                              And again another question: When my smoke is travelling through the walls (geometry) - what do I wrong?

                              Thanks again.

                              Sascha

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                              • #30
                                the most common reason is the use of inscribed geometry representation
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