Ah, yes, it could be that the actual liquud particles are sliding over the surface and creating foam. Is your foam rising speed about an order of magnitude lower than the falling speed? If it's too high, then the foam will jump quickly above the surface and could appear to be floating.
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Helicopter crash - RnD
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Nope, it's still creating that foam edge.
I'll build that scene again, so I can check that everything really is in right scale and there isn't any weird keyframes causing extreme velocities etc.
Btw, I have no hurry with this project. If I have a perfect setup before christmas, that's fine. After that I can start to play with the real model and scene.
Lasse Kilpia
VFX Artist
Post Control Helsinki
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One more workflow question.
If I first create a sim where liquid and splashes looks good, can I then do resim versions for foam and mist without simulating liquid and splashes again?
Liquid and splashes affects each other, but foam and mist are just generated over that. They don't affect the shape of the simulation. Right?
Lasse Kilpia
VFX Artist
Post Control Helsinki
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You should be able to keep any particle group, check here how: https://docs.chaosgroup.com/display/...ation-Overview
Indeed, foam and (EDITED:mist) should not affect the liquid and splash.
Cheers!Last edited by Svetlin.Nikolov; 10-09-2018, 12:09 AM.Svetlin Nikolov, Ex Phoenix team lead
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Hmm... Same spots but white coloured are caused by the sun If the option Invisible is unchecked. Looks like these white spots have transparency in the alpha channel and because jpg doesn't support alpha makes them black. But this is just a speculation. You can check Invisible option and try rendering again
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No sun in this scene. Only dome with hdr.
Those black pixels have alpha at 1, so no transparent. After Effect shows rgb value nan, which could mean that there is some negative values, right?
https://www.dropbox.com/s/x9rsqgkijt....0149.exr?dl=1
Lasse Kilpia
VFX Artist
Post Control Helsinki
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