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Boat moving sideways, waves "stick" to side and are too high

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  • Boat moving sideways, waves "stick" to side and are too high

    I am experiencing a weird issue where the waves/splashes produced by my boat object moving sideways seem to "stick" to the side of the boat (facing away from the direction of travel) and are very high up.

    Screenshot here

    As you can see in this low res sim, the water is quite high up on the boat. I understand this is likely caused by the boat moving sideways (it's manoeuvring into a port) but it seems way over the top (the boat is going at about 8m/s) and simply isn't what I want.

    Is there a way to scale down how high the water can reach?

    Or is this simply due to a low res sim (low particle count due to large size, about 3m)

    Any other tips?

  • #2
    Hey,

    Please try a higher res sim first, this one has huge voxels, so all effects would exaggerated or completely missed out.

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      the low res sim really contributes, but i think in a real situation with 8 m/sec the result will be not too far. i can't imagine such a ship to move with 8 m/sec sideway, this will produce a tsunami perhaps.
      if you need to create animation that runs faster than the real process, better use normal speed of the ship, and just render skipping frames
      ______________________________________________
      VRScans developer

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      • #4
        Hmm you're right, I totally forgot that 8m/s is its top speed, going forward!

        I'll have to speak with our animator and get her to slow the boat down some more

        And of course, try a higher resolution sim box.

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        • #5
          Hmm, just wondering, is there anyway to scale down the simulation, so it doesn't react so much to fast moving objects?

          Our issue is that this sequence is already quite slow, and whilst we want it to look realistic in terms of the wake, we cannot wait all day for the boat to dock at the correct speed

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          • #6
            Yup, you could adjust the Scene Scale in the Dynamics panel, and also you could modify the obstacle's Motion Velocity Effect from the Phoenix props in its right-click menu.
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              What are the differences between the two solutions? Is one preferred in any way?

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              • #8
                I tried changing the objects velocity parameter, from 1 to 0.5 and it helps. Is this parameter key-framable? As I don't want it on 0.5 the whole time.

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                • #9
                  Mmm, unfortunately not - the object props can't be animated - that's one of the differences.
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #10
                    Hmm, so if I use Scene Scale (to animate it) will that give the same effect as the object velocity?

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                    • #11
                      Not quite, but give it a try nonetheless - I suspect that the liquid would still climb over the side too strongly, but then would take more time to fall down. We are yet to figure a more graceful way of making the per-node properties keyable though. Would a constantly reduced velocity multiplier look bad for the rest of the simulation?
                      Svetlin Nikolov, Ex Phoenix team lead

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                      • #12
                        Originally posted by a0121536 View Post
                        Would a constantly reduced velocity multiplier look bad for the rest of the simulation?
                        Honestly, I think so, as on a lower multiplier, the main boat wake is non-existent.

                        I know we should really have the boat move at the correct speeds throughout, but the end section (where this issue lies) would simply take too long. We want a realistic look, not necessarily a realistic speed etc.

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