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Boat in stormy water

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  • Boat in stormy water

    I have some shots with a boat in really stormy water.

    I have made some phoenix stormy water assets for my animators so they can find the right wave ( driven by a oceantexture with displacement) so they can move both texture and Phoenix container
    So the boat is animated and not driven by Phoenix - it needs to be this way.

    My problem comes when I make simulations...

    I have 2 options as I see it and both has shortcomings...

    1) I simply simulate with the displacement without any waveForce
    Good thing is that my Ocean Mesh looks perfect and the waves (dipslacement) matches the animation perfectly

    Not so good thing - since my ocean in simulation is flat only liquid fill-up - no waves since they are only made by displacement - my interaction boat can be in mid air and have no interaction with the wave until it comes down and start interacting with the water sim..

    2) I use the same Ocean texture and drive a waveForce and since this needs to be matched with the displacement i set fluid freedom very low... I can also lower the detail on the ocean texture...
    Good thing here I get interaction with the wave all the time and not only when its below normal fillup on Phoenix liquid...

    Not so good - since I have a big ocean I need to have a displacement (same as animators have and same as I use on my WaveForce with more details... ) But then I get a displacment ontop of the waveforec in my conatiner and that just pushes things around and the sim no longer matches...

    So what am I missing here... are there any way to have 2 different displacements one for the container and one for the ocean mesh outside?? since I need the huge waves for the ocean ? But only some details in the conatiner simmed waves...
    Am I thinking this completely wrong?

  • #2
    I think (2) is the right way to approach it and I hope this thread can help you: https://forums.chaos.com/forum/phoen...ean-transition
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      Originally posted by Svetlin.Nikolov View Post
      I think (2) is the right way to approach it and I hope this thread can help you: https://forums.chaos.com/forum/phoen...ean-transition
      So there is no way to control the displacement for the Phoenix grid seperate from the outside ocean? It would be great to have some kind of strength since now I use diplacement to drive the waveforce and then I use a displacement again to get a stormy ocean outside of the grid... Problem here is that inside the grid I get way to crays waves... due to waveforce plus displacement... and the ocean outside the grid is only flat (with no waveforce)

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      • #4
        Oh, just the opposite, I show the options I use in the thread I linked - I see you even have replied there regarding Phoenix for Maya.

        So in order to get real simulated waves inside the simulator using a wave force, and render-time displaced waves outside the simulator, you can suppress the displacement inside the simulator using the Fade Above Velocity option - you should set it to 0.01 or even 0 so that there is no displacement inside the simulator. Then you can use the Volume Fade Dist option to make a smooth transition between the inside and the outside of the Simulator.

        Does that make sense?
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Originally posted by Svetlin.Nikolov View Post
          Oh, just the opposite, I show the options I use in the thread I linked - I see you even have replied there regarding Phoenix for Maya.

          So in order to get real simulated waves inside the simulator using a wave force, and render-time displaced waves outside the simulator, you can suppress the displacement inside the simulator using the Fade Above Velocity option - you should set it to 0.01 or even 0 so that there is no displacement inside the simulator. Then you can use the Volume Fade Dist option to make a smooth transition between the inside and the outside of the Simulator.

          Does that make sense?
          Ahh yes I think so.. will try it out again...

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