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  • Tricking ocean as initial fill

    So I'm r&d'ing an upcoming little job and need to show a filling container - being filled from a little tap into a large container specifically.
    It's a pain to do that using one emitter and trying to fill the container with sufficient resolution.
    I accidentally found this from 2016 https://www.youtube.com/watch?v=EZE73SnTgR4 which works perfectly and it even accepts fluid coming from a source I added. However, it'll render the capped ocean surface and its interaction from the tap stream, though it won't render the tap stream itself, as you see in this image.
    I'm guessing it's to do with the actual rendered geometry being the ocean itself and so the stream is not inherently part of that....I just can't make the connection betwen that and the fact that the splashes all work.
    I can fake it with 2 renders but would rather do it in one if possible.
    Attached Files
    https://www.behance.net/bartgelin

  • #2
    Hmm, are you rendering in Isosurface mode? In this case, it would not know at all what an ocean is, so something else would be the reason you don't see the tap stream. Can you share more of your settings and how your viewport setup looks?
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      I actually started a clean scene and the stepping has gone, so that's good. I simmed a range and it all looks fine, so what procedure is it to get a separate stream merging with that from the emitter above?
      https://www.dropbox.com/s/oca5j1mer2...0copy.max?dl=0

      EDIT: I just answered my question
      I made a sim for the tap stream and had that as a cascade source, so it works as expected. Clever me
      This is with the main ocean fill set to isosurface.
      Last edited by fixeighted; 14-03-2020, 12:05 PM.
      https://www.behance.net/bartgelin

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      • #4
        Following the video, there is a step where you pick a cutter geometry - please check what this does and it would answer your question https://docs.chaosgroup.com/display/...quid+Rendering

        Cheers!
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Yeah I had all that as you can see in that small scene. The odd thing is you mentioned the isosurface wouldn't know what the ocean was but it definitely renders just fine, so maybe I misunderstood.
          I just followed that vid essentially and the missing thing was the extra flow into it, which is now ticked off as all good, as in the attached image.
          I reckon that video, which is from 2016, needs a bit of an update to include the cascade possibility
          It was a very random find and literally the only one I could see relating to this, which was invaluable, considering the other option of initial fill, which incidentally I just could not get to work with anything like the same resolution/time spent, as this approach.

          I just need a sign-off on the job and I'll go grab a license.
          I haven't had so much fun with particles since....oh wait, not really ever without any serious time-consuming and crappy results years ago
          It's all about the tech and this is very good tech
          Attached Files
          https://www.behance.net/bartgelin

          Comment


          • #6
            Ah, yes - I meant that Isosurface does not know what an ocean is, so it cannot separate the ocean cap from the rest of the fluid, or the ocean volume from the pouring stream - it just takes all liquid particles that you can see in the viewport, turns them into voxels, and wraps a surface around that at render time Looking good now!
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              Yeah, all good thx
              https://www.behance.net/bartgelin

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