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How to export Liquid Simulation

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  • #16
    Point 1 easiest way would be simple hand animation of the boat bobbing up and down. Ideally you would want to use the wave force as well to get more realistic waves crashing against the boat. I could see that being problematic though when it comes to it merging with the infinite ocean as it just wont line up nicely... so I would opt for the first part

    Regarding point 2, I suppose you would have to sim each boat separately. Render one of the sims in ocean mode so you get your infinite ocean. Render the other boats in cap mode using the same displacement on them all. Comp it all together

    Depending on the camera angle/spacing of the ships from each other It might be worth rendering them all in ocean mode so you dont have to have a complicated setup in comp with the foam trails that are outside the grid. Mask them etc and should be fine but depends if your camera allows it This is just me thinking ahead if I was to do it. Be interesting to hear other peoples thoughts!
    Last edited by flipbook; 07-12-2016, 08:02 AM.
    Adam Trowers

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    • #17
      BTW - check your subdivs on lights. Set 'em to 1.
      I just can't seem to trust myself
      So what chance does that leave, for anyone else?
      ---------------------------------------------------------
      CG Artist

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      • #18
        Originally posted by Paul Oblomov View Post
        BTW - check your subdivs on lights. Set 'em to 1.
        Why is that? I'm not using local subdivs on Vray so can't really set them to anything


        Originally posted by flipbook View Post
        Point 1 easiest way would be simple hand animation of the boat bobbing up and down. Ideally you would want to use the wave force as well to get more realistic waves crashing against the boat. I could see that being problematic though when it comes to it merging with the infinite ocean as it just wont line up nicely... so I would opt for the first part

        Regarding point 2, I suppose you would have to sim each boat separately. Render one of the sims in ocean mode so you get your infinite ocean. Render the other boats in cap mode using the same displacement on them all. Comp it all together

        Depending on the camera angle/spacing of the ships from each other It might be worth rendering them all in ocean mode so you dont have to have a complicated setup in comp with the foam trails that are outside the grid. Mask them etc and should be fine but depends if your camera allows it This is just me thinking ahead if I was to do it. Be interesting to hear other peoples thoughts!
        Hmmm I see this needs some experimentation.

        For the main boat I guess I'll hand animate the bobbing.

        I forgot to mention some stuff about the setup that might help you give me some help.

        The setup would be a marina where one boat moves and the docked ones would move with the wake of the moving boat.

        Besides that the ocean can't be infinite because there are limits to the marina. How would you go about that? Would be nice to get the water going against the walls so I could also get the wet map

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        • #19
          So as you can see on the image link I need that the ocean doesn't continue after the shape because there will be construction and buildings in there. The area in reality would be much bigger and with a complex shape.

          I've tried the cutter geometry on the render tab but it doesn't do anything

          http://imgur.com/a/jzngr

          This would be for an animation btw

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          • #20
            What if you use a vray clipper object?
            Adam Trowers

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            • #21
              Originally posted by flipbook View Post
              What if you use a vray clipper object?
              That almost works but because the ocean is infinite and the geometry of the clipper isn't there is a part where the ocean just gets generated again far away. This could be ignored if I do a big enough geometry for the clipper but was wondering if there was another solution.

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              • #22
                Unfortunately, for the moment the render Cutter in Phoenix does not work for the ocean, and even if it did, you'd meet the same problem with the infinite span of the ocean mesh.

                In case the ship is not moving, or allow a plane to pass through it without looking bad, another possible approach is to put the ocean texture + a V-Ray displacement modifier on a plane geometry that has the right shape.

                Otherwise, I think the very big Clipper would be the way to go...
                Svetlin Nikolov, Ex Phoenix team lead

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                • #23
                  Originally posted by a0121536 View Post
                  Unfortunately, for the moment the render Cutter in Phoenix does not work for the ocean, and even if it did, you'd meet the same problem with the infinite span of the ocean mesh.

                  In case the ship is not moving, or allow a plane to pass through it without looking bad, another possible approach is to put the ocean texture + a V-Ray displacement modifier on a plane geometry that has the right shape.

                  Otherwise, I think the very big Clipper would be the way to go...

                  In my case the ship is moving so I'm trying now with the big clipper for now.

                  Was wondering if there would be a way of having the animated water on a geometry with a custom shape and initial fill up turned on on the phoenix properties and then overlap the boat simulation as caped.

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                  • #24
                    Yup, this is what I had in mind. The problem is that you'd get the both simulation and the ocean, but the transition will not be smooth between the two.
                    Svetlin Nikolov, Ex Phoenix team lead

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                    • #25
                      Originally posted by a0121536 View Post
                      Yup, this is what I had in mind. The problem is that you'd get the both simulation and the ocean, but the transition will not be smooth between the two.
                      That what I was afraid. I'm trying now with a clipper and will let you know.

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                      • #26
                        you can try with the max boolean, it works on phoenix meshes
                        ______________________________________________
                        VRScans developer

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                        • #27
                          Solved the problem thanks for the help.

                          Have a quick question though. If you look at the image in the link, you can clearly see the end of the bounding box. Is there a way I can make it seamless or do I have to redo the simulation with a bigger outside life?

                          http://imgur.com/a/x6wff

                          Settings:

                          http://imgur.com/a/8xnlG

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                          • #28
                            You need to play a bit with the ocean level in the Rendering panel. Turning on the displacement will help as well.
                            Georgi Zhekov
                            Phoenix Product Manager
                            Chaos

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                            • #29
                              Ups discplacement is on on the render, that was just a test.

                              I thought the ocean level and initial fill up should be the same. Am I wrong?

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                              • #30
                                They should be relatively the same, but in some cases you need to tweak them a bit to get the result you are after.
                                Georgi Zhekov
                                Phoenix Product Manager
                                Chaos

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