Hi there,
so we now have a project with lots of ocean scenes and some boats/ships and other stuff reacting to it.
Naturally we first looked into real flow, but apart from the price the learning curve is pretty steep and due to simulation times it´s hard to tell, if we can get everything done in time with it.
Apart from we were having trouble getting the right in how to implement the sims correctly in Max without the use of any additional tools like Frost or Krakatoa.
So I had a look at Phoenix and it looks promising as an alternative for our project.
I started to test the demo and some pros and cons immediately popped up, I´d love to get some info on these asap!
Pro: The implementation of the infinite ocean shader seems pretty intuitive.
Con: If I use the displacement map in the Sim, the Detail doesn´t hold up in closeup (Upped the levels in the shader to 64). Is this a limitation of the demo or hoe else can I increase the detail in the surface?
Pro: Sim times seem to be pretty fast compared to Real Flow. At least with the settings I was able to try in the demo. Its definitely way faster to visualize general movements in the liquid, then in Real Flow.
Con: Splashes seem to be way to large to be realistic for a large ocean surface (tried with a boat dummy).
Is this a limitation of the demo aswell, due to grid size, or am I misusing some meshing options?
Pro: Ability to render and shade foam included!
Con: Hard to tell how many particles I would need to make it look realistic. I´ve seen some test videos o your youtube channel (the one with the revier for eample), that seemed quite convincing.
So are there restrictions as to how many particles I could render and if so, how do I determine those restrictions so I can plan ahead?
There are also some other questions, which concern the actual project we´re working on:
1. Let´s say I want to animate a fast moving boat across the ocean surface - is there a possibility to link the Phoenix Object to the boat, so I only have to animate a relatively small grid?
2. I have a couple of scenes were I´d like to have waves crashing on static objects (Rocks, for example).
I found this post on the official forum, but can´t access the files posted there to check for myself and would like to know how well the tips work now?
http://forums.chaosgroup.com/showthr...bject-in-ocean
Another option would be to use a similar setup like in a Real Flow Tutorial I found:
Create a Liquid emitter emitting particles in regular intervals, thus creating waves crashing on a rock formation. That should work in combination with the infinite ocean as well, right?
3. Last but not least:
Is it possible to create foam maps from the sim like in Realflow? I´m just afraid that rendering millions of foam particles might be too slow on our schedule...
I really hope that Phoenix can work for this project as our fluid solution...so we can get smoke and fire for free....
so we now have a project with lots of ocean scenes and some boats/ships and other stuff reacting to it.
Naturally we first looked into real flow, but apart from the price the learning curve is pretty steep and due to simulation times it´s hard to tell, if we can get everything done in time with it.
Apart from we were having trouble getting the right in how to implement the sims correctly in Max without the use of any additional tools like Frost or Krakatoa.
So I had a look at Phoenix and it looks promising as an alternative for our project.
I started to test the demo and some pros and cons immediately popped up, I´d love to get some info on these asap!
Pro: The implementation of the infinite ocean shader seems pretty intuitive.
Con: If I use the displacement map in the Sim, the Detail doesn´t hold up in closeup (Upped the levels in the shader to 64). Is this a limitation of the demo or hoe else can I increase the detail in the surface?
Pro: Sim times seem to be pretty fast compared to Real Flow. At least with the settings I was able to try in the demo. Its definitely way faster to visualize general movements in the liquid, then in Real Flow.
Con: Splashes seem to be way to large to be realistic for a large ocean surface (tried with a boat dummy).
Is this a limitation of the demo aswell, due to grid size, or am I misusing some meshing options?
Pro: Ability to render and shade foam included!
Con: Hard to tell how many particles I would need to make it look realistic. I´ve seen some test videos o your youtube channel (the one with the revier for eample), that seemed quite convincing.
So are there restrictions as to how many particles I could render and if so, how do I determine those restrictions so I can plan ahead?
There are also some other questions, which concern the actual project we´re working on:
1. Let´s say I want to animate a fast moving boat across the ocean surface - is there a possibility to link the Phoenix Object to the boat, so I only have to animate a relatively small grid?
2. I have a couple of scenes were I´d like to have waves crashing on static objects (Rocks, for example).
I found this post on the official forum, but can´t access the files posted there to check for myself and would like to know how well the tips work now?
http://forums.chaosgroup.com/showthr...bject-in-ocean
Another option would be to use a similar setup like in a Real Flow Tutorial I found:
Create a Liquid emitter emitting particles in regular intervals, thus creating waves crashing on a rock formation. That should work in combination with the infinite ocean as well, right?
3. Last but not least:
Is it possible to create foam maps from the sim like in Realflow? I´m just afraid that rendering millions of foam particles might be too slow on our schedule...
I really hope that Phoenix can work for this project as our fluid solution...so we can get smoke and fire for free....
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