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  • #16
    Originally posted by georgi.zhekov View Post
    You can check how the scene is setup in the attached file
    Thank you! And one more question how do I do it seamlessly for the ocean. With initial fill I get no hole and square border, without it I get like a box. Thanks!

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    • #17
      Thank you! And one more question how do I do it seamlessly for the ocean. With initial fill I get no hole and square border, without it I get like a box. Thanks!

      Comment


      • #18
        Here is the latest scene file. It is not fully test, but it should fix the boundary issue with latest nightly (3.11.01 Nightly, Build ID: 2018070328372) . And a little instructions from Svetlin, I have done all those, just to let you know what steps they are. We are still working on it, fixing some issues.

        - disable cutter
        - remove the cylinder from the scene interaction exlude list (in general, we better not use that and use just non-solids, unless the exclude list is really necessary)
        - change render mode to ocean mesh
        - enable initial fillup + fillup for Ocean and set it to 99
        - enable confine geometry and pick the cylinder there
        - make the cylinder non-solid
        - (the new addition to the nightly) - enable clear inside on the cylinder - the change I made was that if a geometry is used as confine geometry and has Clear Inside, then if you use fillup for ocean, the confine geometry will not be filled up with liquid initially
        - make the cylinder a little wider, so the emitters could emit
        the changes will be in tomorrow's nightly
        Attached Files
        Last edited by hammerbchen; 03-07-2018, 10:55 PM.

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        • #19
          Originally posted by hammerbchen View Post
          Here is the latest scene file. It is not fully test, but it should fix the boundary issue with latest nightly (3.11.01 Nightly, Build ID: 2018070328372) . And a little instructions from Svetlin, I have done all those, just to let you know what steps they are. We are still working on it, fixing some issues.

          - disable cutter
          - remove the cylinder from the scene interaction exlude list (in general, we better not use that and use just non-solids, unless the exclude list is really necessary)
          - change render mode to ocean mesh
          - enable initial fillup + fillup for Ocean and set it to 99
          - enable confine geometry and pick the cylinder there
          - make the cylinder non-solid
          - (the new addition to the nightly) - enable clear inside on the cylinder - the change I made was that if a geometry is used as confine geometry and has Clear Inside, then if you use fillup for ocean, the confine geometry will not be filled up with liquid initially
          - make the cylinder a little wider, so the emitters could emit
          the changes will be in tomorrow's nightly


          Thank you ! It looks pretty good except there is still a sharp border where funnel begins. Seems like high ocean waves cause it

          Also vortex itself now has thickness where in a real world it should be just a pit. I guess there is not way around it. I think Chaos should develop actual vortex force. it would help a lot
          Last edited by cb LLC; 04-07-2018, 10:22 AM.

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          • #20
            Maybe you should start thinking outside the sim box *ba dum, tish*... just a thought... why not have a piece of non-renderable geo that follows the sim box edges ... volume select the ocean mesh with a soft selection applied and then an FFD or something and squash it down so it all generally flattens out.

            Worth a try I suppose.. it may also be a load of rubbish
            Adam Trowers

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            • #21
              Originally posted by flipbook View Post
              Maybe you should start thinking outside the sim box *ba dum, tish*... just a thought... why not have a piece of non-renderable geo that follows the sim box edges ... volume select the ocean mesh with a soft selection applied and then an FFD or something and squash it down so it all generally flattens out.

              Worth a try I suppose.. it may also be a load of rubbish
              Thanks But not sure how to do this. those borders are too sharp

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              • #22
                I am trying to use 3ds max vortex force but it has no effect on phoenix. The grid is 50 meters by 50 And I am trying to make it look like in this video but it is not working at all. Is 3ds max vortex too weak? I think there is a bug with vortex and large volumes of liquid Thanks

                sample https://youtu.be/rA_4LF9qNX8
                Last edited by cb LLC; 04-07-2018, 12:23 PM.

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                • #23
                  Hello,

                  Here I attached another scene file which use vortex force to create a maelstrom. Be sure to use latest nightly since there were some issues with standard 3dsmax forces (You might need to set your vortex strength a hundred or thousand times when using an older version of Phoenix, in order to see the effect). May I know what camera movement for your project? If it's not one single continuous shot, you can do it this way:

                  1. For long, wide range shot. Since you need the infinite ocean, use Vortex force set up

                  2. For close-up. Use the Funnel setup for more realistic and details. You can hide the horizon by using fog or compositing.


                  Those are methods I could think, we will continue to fix the boundary problem from the Funnel setup.


                  Hammer
                  Attached Files

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                  • #24
                    Originally posted by hammerbchen View Post
                    Hello,

                    Here I attached another scene file which use vortex force to create a maelstrom. Be sure to use latest nightly since there were some issues with standard 3dsmax forces (You might need to set your vortex strength a hundred or thousand times when using an older version of Phoenix, in order to see the effect). May I know what camera movement for your project? If it's not one single continuous shot, you can do it this way:

                    1. For long, wide range shot. Since you need the infinite ocean, use Vortex force set up

                    2. For close-up. Use the Funnel setup for more realistic and details. You can hide the horizon by using fog or compositing.


                    Those are methods I could think, we will continue to fix the boundary problem from the Funnel setup.


                    Hammer
                    Thanks a lot it works! We will follow your advice for different camera angles. We even came out with another idea where sphere rotates a bit off center with a body force attracting and stiring the liquid but not really a vortex .

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                    • #25
                      I am glad it has resolved. Looking forward to see your final rendering

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