Announcement

Collapse
No announcement yet.

Deforming geometry

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Deforming geometry

    Hi everyone.

    I´m not sure if I missed something, but does Phoenix not react to deforming geometry? I have a cloth-simulation where I want a kind of towell travelling through the smoke and fire and I would like to have the smoke displaced by the geometry. It works with transforming geometry but not with deforming geometry. Any way to achieve this?

    Thank you.

    Sascha

  • #2
    unfortunately it's true, the deforming geometry does not produce a correct velocity, and this leads to lack of natural movement of the fluid near to the deformed parts.

    edit: actually, i have one idea. make a copy of the deformable object, but with offset one frame. put both the objects in two distance textures. subtract the textures (vraycomptex can do this) and put the result as map for the discharge channel of a dummy source . deselect all the channels of the source and select the deformable object in it.
    Last edited by Ivaylo Katev; 24-08-2012, 12:00 AM.
    ______________________________________________
    VRScans developer

    Comment


    • #3
      Ivaylo!

      Always reliable
      Originally posted by Ivaylo Katev View Post
      unfortunately it's true, the deforming geometry does not produce a correct velocity, and this leads to lack of natural movement of the fluid near to the deformed parts.
      Sad to hear this. What is the problem? Deforming geometry makes correct velocity RE rendering, so is the velocity needed by Phoenix something different?

      Originally posted by Ivaylo Katev View Post
      actually, i have one idea. make a copy of the deformable object, but with offset one frame. put both the objects in two distance textures. subtract the textures (vraycomptex can do this) and put the result as map for the discharge channel of a dummy source . deselect all the channels of the source and select the deformable object in it.
      HAHA, I have absolutely no clue what you are talking about! It´s not that critical in the moment, but if I have time I´ll check your suggestions. For now I have to finish the job

      But for he future it will be interesting. Will it be possible to implement this in future releases? I think it´s not that unusual that some deforming geometry (e.g. a character in the smoke) shall have impact to FD, isn´t it?

      Thank you for answering.

      Sascha

      Comment


      • #4
        of course we have to provide a solution, it was not provided until now just because is rarely used.
        ______________________________________________
        VRScans developer

        Comment


        • #5
          Originally posted by Ivaylo Katev View Post
          of course we have to provide a solution, it was not provided until now just because is rarely used.
          Glad to hear this. Thank you Ivaylo.

          Sascha

          Comment


          • #6
            Bump...Is this still not possible? I'm struggling with a deformable tube with fluid inside
            www.nikand.com
            3D Freelance

            Comment


            • #7
              Hello,

              It should be currently possible, as long as the geometry does not change its number of vertices at each frame. You can also regulate the strength of the influence on the sim using the right-click phoenix props on the geometry, and playing with the velocity multiplier.
              Svetlin Nikolov, Ex Phoenix team lead

              Comment


              • #8
                Thank you for your respons Svetlin, sadly this is not working for me.
                I have sent 2 examples to support@chaosgroup.com

                /Nikolaj
                www.nikand.com
                3D Freelance

                Comment


                • #9
                  Roger that, we'll have a look.
                  Svetlin Nikolov, Ex Phoenix team lead

                  Comment


                  • #10
                    Hey,

                    So with a latest nightly build it seems to work correctly - the bending tube obstructs the liquid, but it's hard for the liquid to keep its volume. You could try using the new FLIP solver for this, it's both faster and will keep the liquid volume. Email support@chaosgroup.com for nightly build access and give it a try.
                    Svetlin Nikolov, Ex Phoenix team lead

                    Comment


                    • #11
                      Thanks Svetlin, i'll give it a try
                      www.nikand.com
                      3D Freelance

                      Comment

                      Working...
                      X