I have a current simulation that has a power boat moving along it. I wish to animate the rotor wash of a helicopter travelling nearby and then combine these ocean meshes. Firstly, any tips on creating the rotor wash and secondly can you combine two ocean sims together?
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Rotor wash over ocean and two sim ocean meshes combined - possible?
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good morning Steve,
my assumption, it can work.
You can combine two or more grids with the ocean surface.
Take a look here in the docs:
https://docs.chaos.com/display/PHX4M...p+in+the+Ocean
At the very bottom of the tutorial, it's explained how to combine.
For the rotorwash, ironically, just watched Zdravko Pavlov dabbling with it, maybe reach out to him to make a great rotorwash
https://www.youtube.com/watch?v=aIfibUmZFls
Hope that helps as a start!
have a great sunday
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Olika mentioned it but here is a scene, along with a bit more info from Zdravko Pavlov on how you can approach it here - https://youtu.be/-ZhdAJT-jHs?si=3CiU98Mb-RNGTTJOGeorgi Zhekov
Phoenix Product Manager
Chaos
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Yes, thank you. I was linked to this scene. Very useful!
Rather than start a new thread I wonder if you can help me out with the phoenixfd scene that Zdravko Pavlov provided. I merged it into my scene and then got confused! Link to his scene here: https://www.youtube.com/watch?v=-Zhd...=ZdravkoPavlov
When I merged the setup into my scene I had to increase the grid size for the draft to match my scene and helicopter scale. I also had to scale up the geometry that the velocity information was emitted. I made sure my ocean was only responding to the PHXmapper velocities.
I have managed to run the draft sim to create the velocities which look okay for now. The problem is that the FDTexmap doesn't seem to be interpreting things correctly. Originally it was set to tiling mode: Single clamped. I cannot seem to get the velocities to work correctly. I think it may be to do with the tiling mode or color scale. It just creates foam in the wrong places and doesn't have the same effect that the original Zdravko scene provided.
Can you help me out?
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Originally posted by zdravko_pavlov1 View PostHi, Steve.
If you can send me a simplified version of your setup, I can take a look and try to figure out what isn't working. Or, if that's not possible, can you please take a few screenshots of the settings.
ThanksI'm currently trying to save files from a failing hard drive but will upload a simplified version asap. Cheers
Last edited by stevesideas; 03-07-2024, 01:46 PM.
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Hey. Apologies for the delay. Here is the file. Currently the phoenixfd flow/setup is connected to the heli and moves along the ocean which is what I want the end result to be. The helicopter flies by the camera. I did disconnect everything previously for testing so feel free to do that. I couldn't get the nice result you managed to achieve.
Thanks again for your help.Attached Files
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Hi,
I managed to get the setup working in your scene.
A few things that are worth mentioning. Currently, there is a known issue with linked, moving simulators. I unlinked both and made the fire/smoke one adaptive. It adapts to the speed channel. I added a voxel tuner that sets the speed to 0 so that the trail doesn't get too long.
he ocean however, should cover the entire path of the helicopter.
https://gyazo.com/c338027a0b3cd4253aac673a7080e2b3
Here's a link to the modified scene..
https://drive.google.com/file/d/15Fx...ew?usp=sharing
Please do not hesitate to write to me or here if you have any questions.
Cheers.
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That's amazing. Thankyou so much. I'll download the file asap and see what you've tweaked. It would be good to know how close I was...I get the concept of how this is accomplished but the PhoenixFD parameters sometimes perplex me in how to get the desired effect. Was it mainly the linking that was causing the issue? The linking does seem to work with ship/boat wakes...or would these also work better with adaptive?Last edited by stevesideas; 11-07-2024, 06:44 AM.
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Well, the linking of the fire simulator creates a velocity force in the direction opposite to the movement. That's when the Motion Inertia option is enabled. It is how it works. However, those are read by the mapper and applied over the ocean's surface. And when I was making my initial setup, I thought that it was a good idea to keep it as simple as possible.
The moving ocean works in a similar fashion. As I said, there is a known issue that causes some trouble near the borders. It is a settle, oftentimes not noticeable, irregularities and bumps.
Anyway, the setup was okay otherwise.
If you have any more trouble, don't hesitate to write. I'll be glad if I can help.
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