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  • offroad

    im considering options for a project in which a car will thrash about in a muddy environment.

    can phoenix handle thick claylike mud? lumpy stuff that leaves tyre prints, squeezes out from under the tyres, sticks to stuff, breaks into chunks etc...?

    can it deal with fluids with variable viscosities throughout? maybe controlled by a procedural 3d texture? this would be great as i could get lumps of more solid claylike stuff and more runny elements that splash about, all interacting together... i expect this would be better as a number of sims, rather than all in one.


    i guess im asking for long sim times whatever.

  • #2
    never tried, but phoenix is still grid based simulator and can't produce the static friction effect , that is needed to simulate mud. the viscous liquid in phoenix always have some residual slow movement, that slowly changes the shape. we are planing to upgrade to grid-particle core and then such simulations would be possible
    ______________________________________________
    VRScans developer

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    • #3
      well to be honest if i can get relatively close it should be fine, any residual movement can be minimised, or i can simply make the whole scene more "wet"

      do you have any examples of a really really thick fluid in phoenix that could give me an idea where the limits lie?

      or alternatively a rough set of parameters i could play with in the demo?


      many thanks!

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      • #4
        we have a chocolate sample that have viscous setup. you can use it as starting scene, upgrade to nightly because important bug related to the viscosity was fixed. use the sample from the nightly builds.
        i think in your case the surface tension may be switched off, you don't need smooth edges, but better try both the variants.
        the maximal viscosity is 1, but actually the maximal possible value is 1.01. you can try to set viscosity above 1 using the listener. don't use 1.01 it may cause program hang. keep in mind that the closer to 1.01 you are the slower is the calculation. for example 1.09 will be 10 times slower than 1, 1.099 will be 100 times slower. i suppose artifacts may appear too.
        ______________________________________________
        VRScans developer

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        • #5
          as a demo user can i access the nightlies? if so how? cheers

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          • #6
            no, for customers only
            ______________________________________________
            VRScans developer

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            • #7
              of course, to be expected !

              anyway i made some tests based on the chocolate scene (using the latest demo version only) i changed the grid to partially filled, removed the chocolate bar and source, and added a wheel rolling through. i see it would be hard to get an effect close to my needs, even with viscosity maxed out i only get a "thick tomato ketchup" kinda consistency.

              one thing that really bugs me though, however slowly i roll the wheel into the grid, it still intersects massively with the fluid. i get a reaction from the fluid, it is partially displaced by the object, but there is a good portion of the fluid still inside the wheel geometry (a simple cylinder, rotating and translating) its like the fluid cannot move fast enough to get out of the way of the wheel. i assumed i could fix this by either slowing the wheel, or increasing the substeps. ive tried slowing the wheel right down, and also had the substeps up as far as 128, doesnt seem to make a blind bit of difference.

              i dont think its a simple case of not choosing the right object voxel type either.. the intersection is much bigger than a single sim cell and ive tried all 3 types anyway.

              any suggestions?

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              • #8
                U might also want to increase quality slider - not sure if u have it in ur build tho...
                CGI - Freelancer - Available for work

                www.dariuszmakowski.com - come and look

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                • #9
                  ive just tried increasing the quality from 20 up to 200. the grid is 200 in its longest dimension. this made it slower to calculate but didnt benefit the issue at all. was gonna attach a couple of screengrabs showing the issue but i cant upload in the public forum it seems.

                  if you hide the wheel geometry you can see that the surface level of the mud inside the wheel is almost at the same level as the original mud surface. there is lots of spray and nice reaction around the wheel, as expected, but inside its full of mud. this would be ok if it wasnt clearly visible around the sides of the wheel.

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                  • #10
                    unfortunately with the official build you have no chance at all, it has a bug related to the simultaneous action of the viscosity and gravity, the bug leads to inability of the viscous liquid to resist gravity, regardless of the viscosity factor.
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                    VRScans developer

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                    • #11
                      Originally posted by super gnu View Post
                      as a demo user can i access the nightlies? if so how? cheers
                      We can get you a full evaluation version, and then you would be able to use the nightlies. If you are interested, please email us to support@chaosgroup.com and mention this thread.

                      Best regards,
                      Vlado
                      I only act like I know everything, Rogers.

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                      • #12
                        ok all done, ive got my shiny 30 day evaluation and nightly build access. since im only on vray 2.4, it looks like the latest nightly is 24174? does this build contain the improvements mentioned? looking forward to playing!!

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                        • #13
                          you can use the scanline version for fluid sims

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                          • #14
                            Yes, it does.
                            V-Ray/PhoenixFD for Maya developer

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                            • #15
                              ok first thing to report, the intersection is much less.. still some but ive not tried super high substeps yet.

                              second is, whereas in the demo, the surface of the (filled) fluid stayed quite static until the wheel arrived, with the new nightly i get a massive "bounce" of the whole surface in the first few frames.. some kind of settling issue i guess, but it causes the liquid to move about a helluva lot, id imagine id need at least 100 frames for it to calm down.

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