Hi,
so I've been using PhoenixFD demo to evaluate if Phoenix would be a good buy for my future jobs. To test it out, I took one job that involved fluid simulation. Pouring a coffee liquid into an invisible cup to match exact length in audio track provided by client. I would never assume something so trivial could be so difficult in Phoenix.
It has taken me 3 days of simulation tests just to get exact amount of liquid into the cup after exact given amount of time. The volume conservation of Phoenix seems to be the problem there. I wanted to do low res grid preview to get it right, and then up-res for final sim, but even changing grid resolution itself makes a difference between if the cup is almost empty or full. Even 10 steps per frame did not make it any more reliable. Sharpness parameter seems to actually have most impact on how much liquid ends up in the cup, where as for example discharge rate shows very little difference between value of 0.1 and 10. If I pour 100 times more liquid in, I would expect 100 times more liquid in the cup, and vice versa, yet that was not the case. But after 3 days of pain and cringe, I finally managed to get sim right.
Unfortunately now I am unable it to render. I tried both mesh mode and implicit surface mode, but I can not seem to be able to cut liquid volume by invisible cup in a way that leaves no jagged artifacts.
Lastly, I am also not able to render foam in reasonable time. Even with Fixed sampler set to 4 subdivs and MSR at 1, foam still takes ridiculous amount of time to render.
I am absolutely desperate here, because this seems to be a first job ever that I won't be able to deliver.
This is what I've got so far:
This is my reference, excluding the cup, just the liquid inside:
And here is the scene (without cached sim, as it takes about 5GB).
https://drive.google.com/file/d/0Bwn...ew?usp=sharing
I would be more than thankful for any help with the scene setup. All I want is to have liquid with sharp clean surface and foam that is cut exactly in line with that liquid, and does not take so extremely long time to render. When it comes to foam, i tried everything, different scattering modes, enabling LC, disabling LC, different rendering types, nothing helped.
Thanks in advance.
so I've been using PhoenixFD demo to evaluate if Phoenix would be a good buy for my future jobs. To test it out, I took one job that involved fluid simulation. Pouring a coffee liquid into an invisible cup to match exact length in audio track provided by client. I would never assume something so trivial could be so difficult in Phoenix.
It has taken me 3 days of simulation tests just to get exact amount of liquid into the cup after exact given amount of time. The volume conservation of Phoenix seems to be the problem there. I wanted to do low res grid preview to get it right, and then up-res for final sim, but even changing grid resolution itself makes a difference between if the cup is almost empty or full. Even 10 steps per frame did not make it any more reliable. Sharpness parameter seems to actually have most impact on how much liquid ends up in the cup, where as for example discharge rate shows very little difference between value of 0.1 and 10. If I pour 100 times more liquid in, I would expect 100 times more liquid in the cup, and vice versa, yet that was not the case. But after 3 days of pain and cringe, I finally managed to get sim right.
Unfortunately now I am unable it to render. I tried both mesh mode and implicit surface mode, but I can not seem to be able to cut liquid volume by invisible cup in a way that leaves no jagged artifacts.
Lastly, I am also not able to render foam in reasonable time. Even with Fixed sampler set to 4 subdivs and MSR at 1, foam still takes ridiculous amount of time to render.
I am absolutely desperate here, because this seems to be a first job ever that I won't be able to deliver.
This is what I've got so far:
This is my reference, excluding the cup, just the liquid inside:
And here is the scene (without cached sim, as it takes about 5GB).
https://drive.google.com/file/d/0Bwn...ew?usp=sharing
I would be more than thankful for any help with the scene setup. All I want is to have liquid with sharp clean surface and foam that is cut exactly in line with that liquid, and does not take so extremely long time to render. When it comes to foam, i tried everything, different scattering modes, enabling LC, disabling LC, different rendering types, nothing helped.
Thanks in advance.
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