Originally posted by georgi.zhekov
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sea whirlpool
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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 FilesLast edited by hammerbchen; 03-07-2018, 10:55 PM.
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Originally posted by hammerbchen View PostHere 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 lot2 PhotosLast edited by cb LLC; 04-07-2018, 10:22 AM.
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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 rubbishAdam Trowers
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Originally posted by flipbook View PostMaybe 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
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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_4LF9qNX81 PhotoLast edited by cb LLC; 04-07-2018, 12:23 PM.
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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.
HammerAttached Files
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Originally posted by hammerbchen View PostHello,
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.
Hammer1 Photo
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