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Can Phoenix handle a boat's wake?

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  • Can Phoenix handle a boat's wake?

    I have the first version of Phoenix. I am considering getting the upgrade.

    But first, I want to know if Phoneix can handle boat dynamics. Specifically, if I put a boat mesh into a phoenix fluid and then move it around, will I get a wake and displacement waves from Phoenix?

    I tend to think of Phoenix as being used on fairly small scale objects -- like beakers and bottles and I don't know if a simulation of a body of water is practical or not with Phoenix's v1 or v2 simulation engine.

    Does anyone have an opinion on this?

  • #2
    if I put a boat mesh into a phoenix fluid and then move it around, will I get a wake and displacement waves from Phoenix?
    yes you will. however for realistic look you have to add extra details - displacement texture, splash etc. the wake simulation is a relatively hard task, cause it requires a huge grid. but if you need only the closeup view of the wake after the boat, i would suggest to use the "wind from movement" option to achieve movement of the water around the boat, this will reduce the grid size enormously. i just did a fast proof of concept to see the result (see the attachment). there is a trick - you need wrap mode of the borders, otherwise the liquid will leak. but this is even good, because produces waves in the front of the boat.
    Click image for larger version

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    • #3
      Thanks Ivaylo. Does Phoenix 2 have enhancements that aid this type of simulation or would Phoenix 1 work in the same way?

      Incidentally, how large was the grid that you used on your test and how long did it take to sim?

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      • #4
        yes, phoenix2 is able to make splash and foam - i think a boat wake without them is useless.
        the grid was with very small resolution, about 500k cells, and the sim took about 5 min for 100 frames. i used a script for the initial fill-up. btw, the default script does exactly loading the container up to the middle
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        • #5
          Ivaylo,

          I'm experimenting with the wake now. I have a sphere moving along the surface of the water. The X and Y are Wrapped. Z is jammed (-). Soon after the sphere touches the water, I'm getting a decent wake BUT I'm also getting splashes and foam in little pockets in other ares of the grid. These areas are quite far away from the area of disturbance. What would be causing these splashes and foam to be generated?

          BTW, I used your pool sample as a basis for this scene but I eliminated the box used at the bottom, and increased the grid substantially.

          Separate question -- the help file refers to a "volume cycles" setting in the foam. Where do I find that?

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          • #6
            here is the scene with the boat test, max 2012. if you need i can resave it in lover version format.
            about the volume cycles - this was the earlier name of the B2B interaction parameter, sorry about the misleading.
            in the scene with the boat test i didn't use foam or splashes, you have to add them. i would recommend to set the birth rate of the foam to zero, and to use the splashes as source for the foam, like in the surf sample scene.
            Attached Files
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            • #7
              A general question.

              Is there any advantage in using temperature for water instead of fuel?

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              • #8
                is slightly faster and comsumes less RAM
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