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  • #16
    Thanks for taking a look.
    Unfortunately this isn't the correct look.
    As the OP noted, the crucial thing is to have the water not cascade outwards from the lip of the pool but rather drip down vertically.

    This was my reason for enabling sticky liquid, which does work up to a point, after which it collects at the top and starts again to cascade at an angle, as in the screenshot attached.

    I'm guessing you didn't try to raise the resolution, which was what I tried to do to increase detail and hopefuly get a smoother result.
    I also lowered the emitter speed to try to avoid velocity issues.
    However, as you can see in the second screenshot, at that frame the madness starts to occur, with super-fast particles shooting out
    and raising the count from around 40mil to 260+, which continues to rise exponentially and needs to be stopped.

    So my point would be that I thought if a low res sim worked generally as expected, then a higher res version should not start behaving in a completely different way.
    Wouldn't that mean that there is no point in doing lower res tests?

    Generally, do you have a high degree of certainty that the specific referenced effect can be achieved, or is it just too specific a case for the solver to handle in one go?
    That is, using a separate top surface and with additional emitters to represent the vertically dripping parts.

    Attached Files
    https://www.behance.net/bartgelin

    Comment


    • #17
      I meant to add this screenshot to show the extent of the adaptive grid when I stopped the sim. It got this big over around 15 frames.
      Attached Files
      https://www.behance.net/bartgelin

      Comment


      • #18
        Thanks all. I'm currently in the process of buying a new PC that will be dedicated to real time applications and simulations. My current setup means Phoenix is really slow so trial and error becomes quite painful and laborious.

        Thanks for all of the replies. I will test them in due course. This has actually given me a couple of ideas. Being the novice that I am, I hadn't thought of using additional emitters to add more liquid which then forces it to overflow. I was trying to start with an already full pool and complete everything from a single initial fill object.
        DAVE BUCKLEY

        www.daveandco.co.uk

        Comment


        • #19
          Originally posted by fixeighted View Post
          Thanks for taking a look.
          Unfortunately this isn't the correct look.
          As the OP noted, the crucial thing is to have the water not cascade outwards from the lip of the pool but rather drip down vertically.

          This was my reason for enabling sticky liquid, which does work up to a point, after which it collects at the top and starts again to cascade at an angle, as in the screenshot attached.

          I'm guessing you didn't try to raise the resolution, which was what I tried to do to increase detail and hopefuly get a smoother result.
          I also lowered the emitter speed to try to avoid velocity issues.
          However, as you can see in the second screenshot, at that frame the madness starts to occur, with super-fast particles shooting out
          and raising the count from around 40mil to 260+, which continues to rise exponentially and needs to be stopped.

          So my point would be that I thought if a low res sim worked generally as expected, then a higher res version should not start behaving in a completely different way.
          Wouldn't that mean that there is no point in doing lower res tests?

          Generally, do you have a high degree of certainty that the specific referenced effect can be achieved, or is it just too specific a case for the solver to handle in one go?
          That is, using a separate top surface and with additional emitters to represent the vertically dripping parts.
          Agreed, the example scene provided is too out of control. Almost like a water pipe has burst under the pool

          The desired effect is a lot more subtle and controlled. The water should simply roll over and down the pool edge quite gently. And only more aggressively if someone or something jumps into the pool.
          DAVE BUCKLEY

          www.daveandco.co.uk

          Comment


          • #20
            I've attached the actual pool geometry if anyone fancies trying this properly while I wait for the new PC to arrive

            And to reiterate, this is exactly the type of control and subtleness that I'm looking for https://vimeo.com/513289126 and ideally in a continuous looping animation although that last bit isn't essential
            Attached Files
            Last edited by dj_buckley; 14-07-2023, 09:15 AM.
            DAVE BUCKLEY

            www.daveandco.co.uk

            Comment


            • #21
              I gave up on this I'm afraid. I'm not convinced it's possible to do this in one sim at the necessary resolution to make it realistic, for all sorts of reasons.
              Even spliting it up is causing similar issues, so it bored me in the end, as there's no obvious route to go down to be able to iterate intuitively.
              I think there's a reason there are no existing examples of this scenario online...it is just hard.

              Each idea I have unfortunately leads me nowhere, so I'll hope that Georgi can come up with a solution that fits the problem.

              Meanwhile I reverted to using the oceantex and think that's probably more than realistic enough and without all the hassle of a sim
              https://www.behance.net/bartgelin

              Comment


              • #22
                Originally posted by fixeighted View Post
                I think there's a reason there are no existing examples of this scenario online...it is just hard
                This was exactly what I was thinking when I was struggling to get a response. But on the other hand when I'm seeing things like insane waterfalls looking super realistic and all sorts of other examples from Chaos themselves, it feels like this is super basic in comparison.

                Even in this thread I've been told it's fairly straight forward just using initial fill and cascade sims.

                And I got exactly the same response when I emailed Jesse from RedfineFX . He suggested it should be fairly simple to setup just using initial fill.

                DAVE BUCKLEY

                www.daveandco.co.uk

                Comment


                • #23
                  Simple as a thought...not so simple in practice is what I'd say

                  I think waterfalls/oceans and that sort of big, chaotic, random stuff are far simpler in comparison to something that needs calm surfaces
                  and very thin structures, as in this scenario, or that is the conclusion I've come to anyway.

                  See what Georgi reckons when he's back next week...maybe he's spending his weekend solving this one

                  https://www.behance.net/bartgelin

                  Comment


                  • #24
                    It seems like this is the place to go to ask about this https://www.facebook.com/groups/2337...nfinity%20pool
                    https://www.behance.net/bartgelin

                    Comment


                    • #25
                      Hmmm, I don't have (or want) a Facebook account. Hopefully it's accessible without an account. Out at the minute but will have a look when I get home
                      DAVE BUCKLEY

                      www.daveandco.co.uk

                      Comment


                      • #26
                        I asked the person if they'd come here to help, so maybe they will
                        I can download the video but won't share it unless he gives permission, though it's the finished project so
                        there are no settings to glean from.
                        https://www.behance.net/bartgelin

                        Comment


                        • #27
                          It turns out that I couldn't quite give up on this and actually managed to get a result that seems to mostly work.
                          This is a rough test https://www.dropbox.com/scl/fi/flq6m...liojt1rkj&dl=0

                          Clearly it needs improvement but now I must stop playing with it, as it's eaten up too many days already

                          https://www.behance.net/bartgelin

                          Comment


                          • #28
                            Jackpot. That’s looking awesome. But …. You can’t just share the video hahaha. Talk about a teaser ….
                            DAVE BUCKLEY

                            www.daveandco.co.uk

                            Comment


                            • #29
                              Can't share his video really...not without asking. I mean, it's on the facebook Phoenix group, so it's not 'private' per se, just seemed polite to ask them first.
                              Anyway, tbh it looks very much like the result I got, so....
                              He added another video with some settings, but that is so lo-res that it's impossible to see anything.
                              I must inferred some things from the comments that were given by others in the post, in oder to achieve what I got.
                              I'm running one more sim now, just to see if it ends up better. You're welcome to the file if it works out well enough.
                              Svetlin contributes a lot to the group, so hopefully he'll see my msg and be able to give some extra guidance.
                              https://www.behance.net/bartgelin

                              Comment


                              • #30
                                Awesome. And I was talking about your video haha. "You can't just share the video and not tell me how you did it" in other words. I might have to create a dummy Facebook account just to join that group
                                DAVE BUCKLEY

                                www.daveandco.co.uk

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