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  • Splashes and foam: what difference between?

    Hi there! Tell me please, what difference between splashes and foam? Because PhoenixFD splashes are looks like bubbles and is it real to make them as RealFlow splashes - like a paint ?
    I think that if PhFD splashes do smaller - it will be like PhFD foam.

    For example, what I mean to do:




    Could PhoenixFD do this nice splashes ?

    Thank you.

  • #2
    the phoenix splashes are for big scale epic scenes, not for cases like this one. you need pure liquid simulation without any splash or foam enabled.
    i think to get results near to the ones in the images you have to use the particle based solver, that we are implementing right now. it's still not open for nightly build test, but it will be soon.
    i did a fast test, see the image.
    Attached Files
    ______________________________________________
    VRScans developer

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    • #3
      It is very interesting in perspective. Thank you. But unfortunately I can not open the image

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      • #4
        Originally posted by Ivaylo Katev View Post
        it's still not open for nightly build test, but it will be soon.
        Do you mind saying what kind of soon you're aiming for? weeks, or months?

        Verbmeister - phoenix can do those kinds of things. the splashes in phoenix is not what you think of as a real world splash - it's for giving a better result when viewed from a distance.

        I've been working on this with phoenix, which is probably in line with what you want to do:
        (this is much thicker than water, I have the viscosity turned up)

        Last edited by Neilg; 24-09-2014, 09:50 AM.

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        • #5
          Neilg It seems to me is very interesting! Could you please not only show results, but open custom preferences ? Thx

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          • #6
            It's just 3 emitters, viscosity .2, time scale .1, pretty much no gravity, and a phx turbulence object to whip it around and disturb the surfaces. everything else is default, the only tweaking I did was to the turbulence settings.

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            • #7
              Originally posted by Neilg View Post
              Do you mind saying what kind of soon you're aiming for? weeks, or months?
              hopefully in one month, but don't expect full support from the beginning, there is no foam, no adaptive grid, no resimulation, no restore.
              ______________________________________________
              VRScans developer

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              • #8
                I'm not, i'm just always excited to see what you guys have been cooking up

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                • #9
                  Dear Neilg, I just try to do some "splashes" with your recomended prefs, but I did not recieve the same result. Please, how did you do thin translucent surface without gaps ?
                  If geometry emmitter is, for example, has width above 1,5 cm - there is fat surface mesh, but if below - there are gaps in surface mesh (

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                  • #10
                    Originally posted by Ivaylo Katev View Post
                    the phoenix splashes are for big scale epic scenes, not for cases like this one. you need pure liquid simulation without any splash or foam enabled.
                    i think to get results near to the ones in the images you have to use the particle based solver, that we are implementing right now. it's still not open for nightly build test, but it will be soon.
                    i did a fast test, see the image.
                    Could you please upload image, for example, to iceimg.com ?

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                    • #11
                      here is it
                      ______________________________________________
                      VRScans developer

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                      • #12
                        Originally posted by verbmeister View Post
                        Dear Neilg, I just try to do some "splashes" with your recomended prefs, but I did not recieve the same result. Please, how did you do thin translucent surface without gaps ?
                        If geometry emmitter is, for example, has width above 1,5 cm - there is fat surface mesh, but if below - there are gaps in surface mesh (
                        That sounds like your grid settings are too large. i'm also rendering with SSS.

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                        • #13
                          Thanks, Ivaylo, it is too smoth without real splashes, isn't it?
                          Thanks Neilg

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                          • #14
                            Trying smth like this:

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                            • #15
                              Originally posted by Ivaylo Katev View Post
                              the phoenix splashes are for big scale epic scenes, not for cases like this one. you need pure liquid simulation without any splash or foam enabled.
                              i think to get results near to the ones in the images you have to use the particle based solver, that we are implementing right now. it's still not open for nightly build test, but it will be soon.
                              i did a fast test, see the image.
                              Particle based solver by Chaosgroup ROCKS!!! Great news to hear! Can't wait to try it! With you guys I'm sure it will be the best implementation with the best support once officially released!

                              __________________________________________
                              www.strob.net

                              Explosion & smoke I did with PhoenixFD
                              Little Antman
                              See Iron Baby and other of my models on Turbosquid!
                              Some RnD involving PhoenixFD

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