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  • PRT Shape is greyed out

    I'm trying to turn on Prt Shape in the Emitter Node in order to have the geometry interact with tyFlow. It is greyed out though. How do I activate?

    Thank you!

    Click image for larger version

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    Last edited by Streetwise; 08-08-2019, 06:39 PM.
    David Anderson
    www.DavidAnderson.tv

    Software:
    Windows 10 Pro
    3ds Max 2024.2.1 Update
    V-Ray GPU 6 Update 2.1


    Hardware:
    Puget Systems
    TRX40 EATX
    AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
    2X NVIDIA GeForce RTX 3090
    128GB RAM

  • #2
    Hey,

    This control is available when you have a particle system with instanced geometry shapes over each particle. Is this the case? Otherwise, if your tyflow is already meshed, you should not need it. Also, you might have to enable Particle Interface so that the particles become available to Phoenix: http://docs.tyflow.com/tyflow_partic...ject-interface

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

    Comment


    • #3
      Thanks. I am new to both tyFlow and Phoenix so bear with me! This was the advice that I had gotten from someone on a Facebook user group for tyFlow:

      "In tyFlow enable the Particle Interface and in your Phoenix source enable "use particle shape"

      I did the first part, but like I said, "Prt Shape" can't be activated. From what I'm observing, the particles are going straight through the fluid with no interaction. They look to be instanced geometry shapes over each particle. By being "already meshed", I'm not sure what you mean by that. I've attached the scene if that helps.

      Thanks!

      Dave
      Attached Files
      David Anderson
      www.DavidAnderson.tv

      Software:
      Windows 10 Pro
      3ds Max 2024.2.1 Update
      V-Ray GPU 6 Update 2.1


      Hardware:
      Puget Systems
      TRX40 EATX
      AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
      2X NVIDIA GeForce RTX 3090
      128GB RAM

      Comment


      • #4
        Hang on, let's start from the beginning - you just want to make the tyflow particles interact with the fluid, is that correct?
        Svetlin Nikolov, Ex Phoenix team lead

        Comment


        • #5
          Originally posted by Svetlin.Nikolov View Post
          Hang on, let's start from the beginning - you just want to make the tyflow particles interact with the fluid, is that correct?
          Correct. The idea is that the tyFlow particles shoot upwards to be met by fluid. The particles are rigid so that they don't get blown out of the frame as they are hit with fluid. It's the fluid that needs to show the collision effect from hitting the particles. I hope that makes sense.

          Here is a low res sample. Right now, the spheres are passing up through the fluid with no interaction. Maybe it's because it's low res, but I would expect to see some fluid particles coming off of the spheres.

          Click image for larger version

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          Last edited by Streetwise; 09-08-2019, 07:34 AM. Reason: added photo
          David Anderson
          www.DavidAnderson.tv

          Software:
          Windows 10 Pro
          3ds Max 2024.2.1 Update
          V-Ray GPU 6 Update 2.1


          Hardware:
          Puget Systems
          TRX40 EATX
          AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
          2X NVIDIA GeForce RTX 3090
          128GB RAM

          Comment


          • #6
            Hey,

            In the scene you have sent the Scene Interaction is set to Include and only the tyFlow is selected - this means no other geometry or sources will be included in the simulation. So you will need to add your geo, sources and everything you want to have interaction with the simulation or swtich to Exclude mode and remove the tyFlow from the list.
            What I did was to set the Scene Interaction to Exclude and delete tyFlow from the list so that it will be calculated in the sim.
            Then I increased the resolution and increased the size of the spheres. This is what I got.

            Note that to achieve the effect you're after you will need a lot more resolution or bigger spheres.

            Cheers,
            Attached Files
            Georgi Zhekov
            Phoenix Product Manager
            Chaos

            Comment


            • #7
              Thanks so much for that! I've got things colliding now as expected. It's just taking *forever* to run a high res sim just to find out it's not quite right. Apparently, the resolution seems to change the timing and effect on the spheres. Also it seems that you can't just sim a single frame at what you might think are the key moments of collision. I'm finding that you pretty much have to run it, starting at 0 so that the fluids "get up to speed". Is that accurate to say? Aside from my render nodes sitting idle, do you have any other "tips and tricks" to run a sim quicker? Again, what you've shown me today is pretty huge! THANK YOU!!
              David Anderson
              www.DavidAnderson.tv

              Software:
              Windows 10 Pro
              3ds Max 2024.2.1 Update
              V-Ray GPU 6 Update 2.1


              Hardware:
              Puget Systems
              TRX40 EATX
              AMD Ryzen Threadripper 3970X 32-Core 3.69GHz
              2X NVIDIA GeForce RTX 3090
              128GB RAM

              Comment

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