Hi there,
I found another reason to squeeze in some phoenix into a shot, yay!
Beforehand: we are on nightly build revision 25960.
I want to use the boiling water scene as a starting point ( https://vimeo.com/78343279 ), but I could use some additional info:
1. In addition to using "foam" in the phoenix source as particle type, do I also have to enable the foam and/or mist/splashes in the simulator? Because I just simmed a couple of frames without foam enabled in the simulator and no foam seems to be created.
2. Am I correctly assuming that I also have to uncheck "solid" in the source objects phoenix properties and set the source to "inject" mode?
3. I´m not sure about the lifespan of the foam particles in the source helper. The default is something like 10000, is that supposed to be in seconds? That seems a bit excessive...Because in the video description you say you set the lifespan to something waaaay shorter (something like 0.01 sec). And also how does the lifespan variation work? Is the number you can punch in there a percentage or an absolute time?
4. I´m using the open boundaries option, but the liquid seems to react to the borders of the grid, as if they were jammed, am I doing something wrong here or is this a flip solver limitation right now? Because that doesn´t seem to happen in the video.
5. Also I noticed a new option there that says "confine geometry"? What exactly does that mean?
6. Does Phoenix "recognize" the scene scale? My scene is in meters (grid size is about 7x7x1m) and the default values seem to reflect that (0.3m for the foam size for example, also rise speed defaults to 10m).
Thats all I could think of right now, I would love to hear some input!
I found another reason to squeeze in some phoenix into a shot, yay!
Beforehand: we are on nightly build revision 25960.
I want to use the boiling water scene as a starting point ( https://vimeo.com/78343279 ), but I could use some additional info:
1. In addition to using "foam" in the phoenix source as particle type, do I also have to enable the foam and/or mist/splashes in the simulator? Because I just simmed a couple of frames without foam enabled in the simulator and no foam seems to be created.
2. Am I correctly assuming that I also have to uncheck "solid" in the source objects phoenix properties and set the source to "inject" mode?
3. I´m not sure about the lifespan of the foam particles in the source helper. The default is something like 10000, is that supposed to be in seconds? That seems a bit excessive...Because in the video description you say you set the lifespan to something waaaay shorter (something like 0.01 sec). And also how does the lifespan variation work? Is the number you can punch in there a percentage or an absolute time?
4. I´m using the open boundaries option, but the liquid seems to react to the borders of the grid, as if they were jammed, am I doing something wrong here or is this a flip solver limitation right now? Because that doesn´t seem to happen in the video.
5. Also I noticed a new option there that says "confine geometry"? What exactly does that mean?
6. Does Phoenix "recognize" the scene scale? My scene is in meters (grid size is about 7x7x1m) and the default values seem to reflect that (0.3m for the foam size for example, also rise speed defaults to 10m).
Thats all I could think of right now, I would love to hear some input!
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