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  • Pressured Water

    Hello everyone!
    This is my first topic in forum if i do something wrong please forgive me.

    I am learning Phoenix for few weeks. I search it but i can't find too much tutorials for Phoneix aspecially water spraying. When i looked the chaos forums ı saw you. How would you setup this in Phoenix? https://youtu.be/tH5KdZR16sE (00.14-00.20) Can you please expalin all ?

    I did some but i can't fix it like video. Click image for larger version

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  • #2


    Hey, welcome to the forums


    I can offer some tips that will hopefully point you in the right direction, as well as a test scene that might give you some additional ideas. A few general observations:
    • You could likely achieve something close to the reference by enabling the Splash/Mist parameters in the Liquid simulator and playing with their settings and the Particle Shader settings. Just be careful not to overdo the splash and mist. You can monitor how much splash and mist you’re simulating in the Cache File Content as it sims, and play with the settings to find a comfortable amount relative to your liquid particle count.
    • The "Splash Amount" and "Threshold" should play an important role for that. You could also try setting the “By Free Fly” parameter to something low, to turn some falling or flying liquid particles into splash. The "Mist Air Drag" can also be increased a bit, to increase the air friction of the mist and help to slow it down.
    • Also, for the Particle Shader for the Splash and Mist, you can try playing with the "Size Addend" (you can go negative if you wish to make it look smaller), as well as the "Size Variation", and possibly increase the "Size Distribution" if necessary so that there are more smaller particles than larger ones.
    • You could also try using an emitter geometry that is shaped in a way that it helps to form the initial “shape” of the spray as the liquid emits.
    • For a final scene, depending on how fast you want the real-time speed of the pressured water to be moving, you may need to use a high Steps Per Frame value to keep things fairly smooth.
    • On a related note, if you want things to be in slow motion, you can try adjusting the "Time Scale" in the Dynamics rollout, but keep in mind you need to adjust the Steps Per Frame accordingly. You can check the Docs for more details about how to do this.
    • You can also enable motion blur, to more closely match the reference video. Just note motion blur can slow down rendering, depending on the settings, so it might be one of the last steps you enable after you're pretty happy with an initial result. You also will likely want to experiment with the motion blur settings to find something that works well for the speed of the liquid spraying.
    • Lastly, if the Splash/Mist is still not giving you the detail you need, you could also try enabling Foam as well. One option might be to emit Foam particles from the Source itself. You’ll need to enable Foam in the simulator as well to do this, and then you’ll likely need to tweak the settings for the Foam and the Foam Particle Shader. This can definitely add some more thickness to the “spray” effect, but again you’ll likely want to be careful not to create too much foam, relative to the liquid / splash / mist particles.

    I tried a quick test setup focusing on using the Splash & Mist parameters (no foam), with a very high outgoing velocity for the Liquid Source. I then made some tweaks based on the suggestions I made above, and got this result:

    Click image for larger version  Name:	Pressured_Water_Render_Test.jpg Views:	0 Size:	271.3 KB ID:	1130228



    You can feel free to check out the test scene, which I formatted for 3ds Max 2018 or later and which was tested with the most recent nightly Phoenix build. You can take a look over the settings I used here:


    https://drive.google.com/drive/folde...jf?usp=sharing


    Keep in mind this is just a test scene, so it is not using production settings. Also the motion blur for V-Ray is enabled, so you may want to disable that.

    For your project, you would also likely want to increase the Steps Per Frame, and the sim resolution after you've done some initial tests, and make sure you have set an appropriate outgoing velocity speed for the Source for an animation (for example, in this scene it may be too fast for your idea), as well as adjust the Splash/Mist and Particle Shader settings to refine the result.


    Hopefully these suggestions and this scene can serve as a helpful starting point, that you can then adapt to your own scene
    Last edited by cory_holm; 10-11-2021, 01:11 PM.

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    • #3
      cory_holm Thanks for all. Soryy I reply you late because ı am going to school. Sometimes ı am little bit busy. But I really imperssed you for Water Spray Subject. I will study your notes. If u have got social media or youtube channel for shareing something and tutorials i wanna follow you. Sory my english is not perfect. Thanks again. I will share my experiences.

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      • #4
        Hey, no problem at all, I'm glad to hear the info I provided might help! I'm part of the team here at Chaos, so you can follow anything we're doing and also our ChaosTV YouTube channel to keep up to date, as well as ask questions here in the forums at any time

        Best of luck with your project, and yes, please feel free to keep us posted on how it's going!

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