Announcement

Collapse
No announcement yet.

Rotor wash over ocean and two sim ocean meshes combined - possible?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Rotor wash over ocean and two sim ocean meshes combined - possible?

    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?
    Regards

    Steve

    My Portfolio

  • #2
    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
    OLIKA
    www.olika.de

    Comment


    • #3
      That's good news about the combining

      I think I may have worked out how to do the rotor wash
      Regards

      Steve

      My Portfolio

      Comment


      • #4
        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-RNGTTJO
        Georgi Zhekov
        Phoenix Product Manager
        Chaos

        Comment


        • #5
          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?

          Regards

          Steve

          My Portfolio

          Comment


          • #6
            Hi, 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.

            Thanks

            Comment


            • #7
              Originally posted by zdravko_pavlov1 View Post
              Hi, 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.

              Thanks
              Thanks, really appreciated Zdravko I'm currently trying to save files from a failing hard drive but will upload a simplified version asap. Cheers
              Last edited by stevesideas; Today, 01:46 PM.
              Regards

              Steve

              My Portfolio

              Comment

              Working...
              X