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Water splashes colliding against static objects.

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  • #16
    Sweet! So is everything working fine now?

    Here is a video I recorded a while back, which might also be helpful to understand the difference between simulated waves and render-time-only displaced waves: https://youtu.be/gE5huS1oajg

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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    • #17
      Hi Svetlin,

      Do I need to make the static objects empty inside the PhoenixFD Properties? My solid objects are filled with water and the particles are penetrating my object.

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      • #18
        You can check Clear Inside on the Solid geometry and this will remove the liquid voxels from it, but this is very rarely needed - only in case the geometry renders with refraction.

        Otherwise, note that particles do not penetrate the Solid geometries, but the voxels that are later turned into a mesh get filled with liquid below the ocean level by default, unless you choose Clear Inside explicitly. Check the Fill Up For Ocean info on this page and also the example of Fill Up for Ocean Clear Inside a little further down.
        Svetlin Nikolov, Ex Phoenix team lead

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        • #19
          Thank, that was a great tutorial Svetlin!
          But how do I get rid of some particles which are colliding in the wrong place?
          Click image for larger version

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          • #20
            Ah, you mean the ones that seem stuck to the side of the geometry? Is Wetting on in the Dynamics rollout?
            Svetlin Nikolov, Ex Phoenix team lead

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            • #21
              It's a splash particle and I couldn't find a proper solution for fixing it. I gave my initial idea up and used a regular displacement ocean. However, I really would like to understand the idea of creating massive tidal splash waves. I saw your YouTube wave tutorial, but I would like to know how to make it on a very large scale with multiple waves splashing to large geometries. For example a size of 500x500 meters. What kind of resolution do I have to fill in. My scene was made in real scale (1 unit=1 meter). My grid settings where: scene scale 1 and Cell size 1. My frames where between the 500-750 mb each incl. particles. Is that a normal file size?

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              • #22
                500 mb is quite usual for a large scale sim. I would definitely start with the beach waves tutorial/example scene. You need wave force to simulate waves hitting a static object. Instead of making one very large simulator, you could try to use several simulators if your objects are not too close one to the other. It all depends on the exact scene you are trying to achieve.
                www.mirage-cg.com

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                • #23
                  Originally posted by waaazoo View Post
                  500 mb is quite usual for a large scale sim. I would definitely start with the beach waves tutorial/example scene. You need wave force to simulate waves hitting a static object. Instead of making one very large simulator, you could try to use several simulators if your objects are not too close one to the other. It all depends on the exact scene you are trying to achieve.
                  Thank you waaazoo, I tried all the Phoenix 'Ocean' tutorials from Chaos and YouTube, and I never saw a video with multiple simulators using big splash waves. Most Phoenix tutorials are about small fluid simulations.

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