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  • displacement moving with flow

    we have to simulate a big (really big) river and we thought to make it with the ocean vector map, but it doesn't flow with the phoenix simulation... I thought we can map it to uvw of the mesh, but I don't know if the mesh is generating uvw, or how to enable it.
    is there a way to get it work?

    I hope it's clear what i want to achive.

    best regards
    themaxxer
    Pixelschmiede GmbH
    www.pixelschmiede.ch

  • #2
    just animate the offset of the map
    ______________________________________________
    VRScans developer

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    • #3
      hi there, it's me, david, manuels brother, also working on this project...thanks for your answer, but the question is, can i displace a fluid with changing topology like a emitter flowing into a box of water and the displacement flows with the liquid and diplaces the topology along its normals???
      Pixelschmiede GmbH
      www.pixelschmiede.ch

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      • #4
        we initially introduced the UVW maps in order to have mapping moving with the fluid, but this concept does not give good result due to the increasing distortion of the local uvw space.
        i doubt that there is a good method to map a texture to fluid at all.
        ______________________________________________
        VRScans developer

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        • #5
          thanks for your help... i know that realflow has a uv particle type of displacing, i tested it and it worked but, yes not perfect, i have distortion on my displacement. do you plan to do some kind of displacement with dynamic topology mapping in the near future? phoenix fd is a great tool wich i like alot.
          Pixelschmiede GmbH
          www.pixelschmiede.ch

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          • #6
            we have also particle based displacement. there is a tool "particle texture", that binds piece of arbitrary texture to a particle, and then mixes all the texture pieces.
            the movie in the attachment is a low res mushroom displaced by this method. however, for you needs it wouldn't work, because the ocean texture is 2d, this method is for 3d textures. that's why i didn't mention it in my previous post.
            Attached Files
            ______________________________________________
            VRScans developer

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            • #7
              ah ok, cool, i forgot to say that we also have an emitter under the ocean, in our sim its a river with an applied ocean tex for displacement with animated offset in time. i tried drag particles flowing into the liquid wich gives good results. i tried meshing it with frost and it worked perfect. i will try for shure the particle based displacement. is it the "PHXMapper" wich i have to use for this? or what is "particle texture"? i don't know how to output particles, what have i to do, to use particles? thanks in advance
              Pixelschmiede GmbH
              www.pixelschmiede.ch

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              • #8
                no, it's not the mapper , the particle texture is a map, you can find it in the maps, it's called "phoenixfd particle texture". but you have to drag particle flow particles using phoenix force to use the particle based displacement, because they have orientation. our particles do not have orientation and can't be used in the particle texture to represent a texture piece.
                ______________________________________________
                VRScans developer

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                • #9
                  ok, is there a tutorial or a sample scene for this approach.. i mean maybe in phoenixes samples scene or else where? the other thing is we can't, after trying alot render our particles direct with vray getting motion blur. we tried everything and there is no motion blur.
                  Pixelschmiede GmbH
                  www.pixelschmiede.ch

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                  • #10
                    i found out, that i have to extremely increase the spinner in the velocity to ,in my case 240, to get motion blur in the phoenix source. good to know but maybe wrong?
                    Pixelschmiede GmbH
                    www.pixelschmiede.ch

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                    • #11
                      it's unusual to need such a velocity multiplier.
                      there is no tutorial for particle displacement, because this technique was abandoned. anyway, the technique is not applicable to the ocean texture
                      ______________________________________________
                      VRScans developer

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