Hello,
I'm trying to achieve the best possible results using Phoenix FD to simulate a car driving on sand dunes.
I know PFD does not have a dedicated Sand Solver but I have been trying to get a good approximation using smoke.
I have also experimented using liquid particles to try and get that nice wave shape but not 100% sure how to tackle this. I have seen in a similar thread mentioning a hack to make liquid act more like sand using a hidden attribute called "reflprec" which should essentially over ride the default conservation to make the particles fall straight away.
https://forums.chaosgroup.com/forum/...h-an-hourglass
However I can't figure out how to access this hidden attribute in Maya to test this hack.
The results of my smoke tests look pretty decent on a still frame but I'm not 100% happy with the motion....it still feels a lot like Smoke.
I have tried:
Lowing my smoke temperature to below 300k to make it more "heavy" like sand as per this tutorial:
https://docs.chaosgroup.com/display/...ke+Smoke+Heavy
In Dynamics - setting the smoke buoyancy to minus amounts to stop the smoke from rising
Changing the Time Scale to values below 1.0 to help slow the motion to make the smoke feel heavier like sand plumes
Raising the Smoke Dissipation to values such as 0.85 so that the sand does not linger for too long as dune sand would usually fall fast and not leave a lot of sand in the air
Setting the cooling to 0.0 Not sure what to do with this value.....I assumed it would be best to keep this value locked at zero as I am already working at a temperature that is below 300k
Setting the conservation to PCG - 100
Increasing Material Transfer (Advection) to multi-pass with 3-6 subframes for the fast motion
I have also tried to get Motion Velocity working by adding dummy geo using the tire burnout example scene but I didn't notice much effect at high speeds.
It would be great if I could get some advice on best practices for this kind of shot. I have attached some reference photographs for the sort of look I'd like to achieve.
I'm trying to achieve the best possible results using Phoenix FD to simulate a car driving on sand dunes.
I know PFD does not have a dedicated Sand Solver but I have been trying to get a good approximation using smoke.
I have also experimented using liquid particles to try and get that nice wave shape but not 100% sure how to tackle this. I have seen in a similar thread mentioning a hack to make liquid act more like sand using a hidden attribute called "reflprec" which should essentially over ride the default conservation to make the particles fall straight away.
https://forums.chaosgroup.com/forum/...h-an-hourglass
However I can't figure out how to access this hidden attribute in Maya to test this hack.
The results of my smoke tests look pretty decent on a still frame but I'm not 100% happy with the motion....it still feels a lot like Smoke.
I have tried:
Lowing my smoke temperature to below 300k to make it more "heavy" like sand as per this tutorial:
https://docs.chaosgroup.com/display/...ke+Smoke+Heavy
In Dynamics - setting the smoke buoyancy to minus amounts to stop the smoke from rising
Changing the Time Scale to values below 1.0 to help slow the motion to make the smoke feel heavier like sand plumes
Raising the Smoke Dissipation to values such as 0.85 so that the sand does not linger for too long as dune sand would usually fall fast and not leave a lot of sand in the air
Setting the cooling to 0.0 Not sure what to do with this value.....I assumed it would be best to keep this value locked at zero as I am already working at a temperature that is below 300k
Setting the conservation to PCG - 100
Increasing Material Transfer (Advection) to multi-pass with 3-6 subframes for the fast motion
I have also tried to get Motion Velocity working by adding dummy geo using the tire burnout example scene but I didn't notice much effect at high speeds.
It would be great if I could get some advice on best practices for this kind of shot. I have attached some reference photographs for the sort of look I'd like to achieve.
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