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  • visualise splash/foam emission areas

    Hi

    as topic says, is there a way to visualise the emission areas for splash and foam? currently seems like u have to try settings then sim, then change, would be nice if we could get a rough idea of emission areas.
    unless i'm missing something

    cheers

    Harv

  • #2
    Not sure how this would work, since you have to have at least half the other fluid particles simulating in order to determine where new ones would be born, and this adds up every frame. Here you can see what I mean - foam and splash can be born in several different ways: https://docs.chaosgroup.com/display/...les+Life+Cycle. In short, it's still going to require simulation in order to find out where these particles will be born, which defies the idea.
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Hi Svetlin,

      i understand that would be an issue with the "sim everything at once" workflow, but what about in a , "sim fluid first", then "sim foam/splash" second workflow?
      If u have fluid already sim'd, can u not then "see" the ares of splash/foam generation?
      Houdini does a similar thing, once the fluid is sim'd, you can visualise ares of generation on that particular frame, obviously this doesn't take into account "build up" over frames, but it works quite well to give rough idea of where foam/splash will be born

      cheers
      harv

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      • #4
        Yup, this is easy, but would it be useful if you need to simulate the whole thing once anyway?
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          In h it is like volume representation of areas, where emitting starts. And feels it is like visualizing areas in phx with high.... I don't know... internal vorticity or speed probability. Also, woult be great to have h foam "density contol" and erosion, to form nice geometry clean foam patterns, without crazy single particles. In h I ended up forming very nice and life-like foam structures. For now, phx foam feels very dissolated, without kind of a domain feeling...

          Here's the stock image what I'm talking about. Foam looks like a bunch of connected domains with strong inner forces (maybe b2b dunno). I can't get the same with phx no matter what I do, tho I thought phx foam was superior to h (before h17.5). Would be great to have tutorial how to make that foam. Maybe I'm missing some vital options...

          https://thumbs.dreamstime.com/z/blue...-100487033.jpg
          I just can't seem to trust myself
          So what chance does that leave, for anyone else?
          ---------------------------------------------------------
          CG Artist

          Comment


          • #6

            i agree with Paul about the density control and erosion.
            Also i think H uses repellents to create the "empty" areas of foam too. Maybe similar to what PHX is doing , not sure, but they have a fair amount of control over these. In PHX we just have size and strength for foam pattern.

            Also on the other point of visualisation Svetlin, i think it would be a useful addition, i tend to get my fluid behaviour the way i like it first, then add foam/splash afterwards. So a visualiser would be nice, as i'm typing, i am however trying out "all in one" sims, i kinda like the idea of the liquid and splash interchanging "states" so to speak.

            While i'm at it, my current project required a deep container, it would have been nice to have narrow band, would have saved my millions of fluid particles

            thanks for your time Svetlin

            Harv



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            • #7
              Quite interesting to see - does picture I was refereeing to achievable with new phx ? Without lots of useless single particle foam. In h it is one click thing.
              I just can't seem to trust myself
              So what chance does that leave, for anyone else?
              ---------------------------------------------------------
              CG Artist

              Comment


              • #8
                Why not? You've had Fog mode in the particle shader for over 10 years.

                Also, please show me a video of that 1 hour single click
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #9
                  Heh, it is not about fog Density control looks very natural, tho doesn't use b2b. If I show you - will you show me phx result, to compare
                  I just can't seem to trust myself
                  So what chance does that leave, for anyone else?
                  ---------------------------------------------------------
                  CG Artist

                  Comment


                  • #10
                    Please feel challenged to create a great simulation in Phoenix and share it.
                    ​
                    Svetlin Nikolov, Ex Phoenix team lead

                    Comment


                    • #11
                      My main complaint with phoenix foam is that phoenix does not try to connect single foam particles into a piece of foam, but leaves them disconnected as single pixel dots. Houdini via density control is just trying to do that, which in my opinion makes the foam more realistic, since I've never seen single-pixel foam in real life. So, all my attempts to make the beachwaves pretty close to cam - just won't work, as the phoenix just can't do that. Everything looks like a huge number of dots, even like a noise. I'd have to have a supercomputer for sure to make it look anything like reality. I would love to discuss this, but feels like you guys are doing another very important stuff.

                      P.S. Maybe this is why, you still don't have any tutorial, covering such case. And also you guys kept silent to my questions, about pixar short Piper...
                      Attached Files
                      Last edited by Paul Oblomov; 21-06-2022, 05:30 AM.
                      I just can't seem to trust myself
                      So what chance does that leave, for anyone else?
                      ---------------------------------------------------------
                      CG Artist

                      Comment


                      • #12
                        Now this is a constructive comment and we are going somewhere Yes, the single particles can be removed at simulation or filtered at render time - this is already something I have in mind.
                        Svetlin Nikolov, Ex Phoenix team lead

                        Comment


                        • #13
                          ... or connected in realistic way Or at least like in H.
                          I just can't seem to trust myself
                          So what chance does that leave, for anyone else?
                          ---------------------------------------------------------
                          CG Artist

                          Comment


                          • #14
                            Realistic way. Noted.
                            Svetlin Nikolov, Ex Phoenix team lead

                            Comment


                            • #15
                              Totally agree with Paul's point (oh, the irony : the isolatad foam particles don't add to realism, more the contrary (especially in animations they are a source of noise).
                              Some form of filtering/clustering makes sense and would be very desirable!

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