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  • #46
    i've transferred the settings from your scene and checked the log. there are some parameters that was changed but i can't find them in the new LiquidSim.
    this is the log:
    keep_vxyz 0 -> 1
    zmr 0 -> 24
    spf 10 -> 4
    spflimit0 2 -> 8
    velvort 1 -> 0
    vorticity 0.3 -> 0
    cooling 0.05 -> 0
    lqsharpness 0.5 -> 1
    lqsurft 0 -> 0.2
    drying 10000 -> 0.01
    lqprt 0 -> 1
    fbirth 60 -> 100
    fbthres 50 -> 100
    fsize 0.1 -> 0.215
    frise 10 -> 30
    fmage 1 -> 0
    spfreefall 0 -> 0.5
    spsplit 0.5 -> 0
    spstick 0.5 -> 0
    limitby 1 -> 0
    prealloc_mem 1 -> 0
    adapt_s 0.02 -> 0.1

    i can't fins the following:
    keep_vxyz
    zmr
    spflimit
    velvort
    vorticity
    lqsharpness
    lqsurft
    lqprt
    fmage
    spstick
    limitby
    prealloc_mem
    adapt_s

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    • #47
      keep_vxyz - keep the grid velocity (output panel)
      zmr - used for debugging, it exports different internal grid info into the smoke channel, so it can be visualized, for example how many particles are deleted in each cell, the pressure , etc.
      spflimit - not used
      velvort - not used
      vorticity - not used
      cooling - not used
      lqsharpness - not used
      lqsurft - in the dynamics panel, surface tension
      drying - in the dynamics panel
      lqprt - in the output panel , liquid particles
      fbirth - in the foam panel, rate
      fbthres in the foam panel, vel. threshold
      fsize - in the foam panel, size
      frise - in the foam panel, rise speed
      fmage - in the foam panel, export - > age
      spfreefall - in the splash panel, "by free fly"
      spsplit - in the splash panel, "split to mist"
      spstick in the splash panel, chaining
      limitby 1 -> 0 - the adaptive grid limit , not used
      prealloc_mem 1 -> 0 - not used
      adapt_s 0.02 -> 0.1 - not used
      ______________________________________________
      VRScans developer

      Comment


      • #48
        thanks.
        i'm starting to get some good results now. but i have a lot of holes even with the cutter.
        is it because i need to increase the grid size? i'im already in 3,300,000 cells
        Click image for larger version

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        Click image for larger version

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        • #49
          the cutter can't help here, in the old core the liquid-geometry interface was cube shaped, that's why the cutter was absolutely necessary, but the flip surface is flat.
          sometimes the particles are just forming randomly holes, that is unavoidable during the intensive liquid movement, they disappear when the liquid settle. from user side you can resolve this using push modifier over the glass during the rendering, we can try to provide some automatic solution but can't promise. i suppose the shortest way is just to include the wetmap particles when the grid content is built, they are stuck on the walls and no holes can exist
          ______________________________________________
          VRScans developer

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          • #50
            i wasn't aware of the wetmap. i will try and post the result.
            so i don't need the cutter anymore?
            thanks!

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            • #51
              yes, in the most cases you will need no cutter. but it can be helpful sometimes, for example to hide a piece of the simulation that is considered wrong, or for artistic reasons
              i was thinking to use wetmap in the grid representation, but even without this ability, the wetmap still can resolve the issue. there is an option of the wetmap, "sticky effect", it can prevent holes, i was using it for the beach scene, otherwise the force lifts up the water and there are very annoying cavities on the bottom.
              ______________________________________________
              VRScans developer

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              • #52
                wetmap now is wetting? under dynamics?
                and i need to increase the sticky effect?

                Comment


                • #53
                  yes, my mistake, wetting, not wetmap.
                  set the sticky effect it to 1. no need to export the particles, if you need them for the rendering
                  ______________________________________________
                  VRScans developer

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                  • #54
                    it's looking good but i'm trying to reduce simulation time now. at some point after about 50 frames i'm getting to 1 hour per frame.
                    what is the purpose of the "Scene scale" parameter under Dynamics? and can it solve my problem of a too small of a scene?

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                    • #55
                      yes, the scene scale can help, the scene scale plays important role for the spf requirements, you can increase it and decrease the spf.
                      however, i think the main reason is the huge bubble count. as i remember, your bubbles are very small, and this requires very big count to fill the volume. you can try to use bubble size variation with certain amount of bigger bubbles.
                      the most users are not expecting big change if one per 100 bubbles is about 4 times bigger, but you will be surprised from the result. 4 times bigger bubble occupies 64 times bigger volume, therefore this 1% of 4 times bigger bubbles will increase the volume by 60% . beside the performance effect, the bigger bubbles make the foam more natural looking, because the real foam has them too.
                      ______________________________________________
                      VRScans developer

                      Comment


                      • #56
                        i'm encountering a very long render time. eventually i manged to reduce it to the VRay light "cast sahdow" option. if i turn the shadow off then the render time become reasonable. here is the link to the scene:
                        http://we.tl/kYtOxWoMBX
                        maybe i miss something?

                        also, i've noticed that every time that i save a file, Phoenix will create a folder with the name "Untitled_Phoenix2_frames" even if i didn't used Phoenix.

                        Comment


                        • #57
                          the folder issue is already fixed but still not in the nightly builds, about the render times, will see the scene later, but if your bubbles are small enough, better to use point mode instead bubbles or cellular.
                          ______________________________________________
                          VRScans developer

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                          • #58
                            well, my observations until now
                            - you are using the slowest rendering mode, cellular. this is only for very closeup views. in fact, it's not important here, just for info.
                            - the light has 8 subdivisions, this means 256 rays per lighting point. this is needed only when the light source is very close to the object and the shadows are very soft.
                            - and the most important - the foam always produces "infinite noise", seen from the image sampler, and it forces tha maximum subdivisions, your subdivisions are set to 8, this is 256 times slower than fixed sampler. for good result 3 is enough
                            here is the result with these changes
                            with cellular/ bubbles (there is no difference in the view), 4 min and 22 sec
                            Click image for larger version

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                            with point mode, 27 sec
                            Click image for larger version

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ID:	858926
                            ______________________________________________
                            VRScans developer

                            Comment


                            • #59
                              If only you could add support for per object subdivs for the foam the problem will go away, imo.
                              I just can't seem to trust myself
                              So what chance does that leave, for anyone else?
                              ---------------------------------------------------------
                              CG Artist

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                              • #60
                                i managed to get a good result. the only problem that remain is the foam head. it is going crazy and not stable.
                                why is that?

                                i'm adding here the scene for you to check:
                                http://we.tl/XVTEELQUl7
                                I started simulting from frame -350 so to have a full glass in frame 65
                                Last edited by omere; 22-12-2015, 05:15 AM.

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