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Phoenix FD nigtly builds new Features... how do they work and what are they meant for

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  • Phoenix FD nigtly builds new Features... how do they work and what are they meant for

    Hi Guys

    I downloaded the latest nightly build and a few things changed. could you please explain how to use them and for what they are used. the update i used before is at least 3 months old. or can i read something about the features? maybe a tutorial?

    thanks in advance

    david
    Pixelschmiede GmbH
    www.pixelschmiede.ch

  • #2
    we have still no tutorials, because the features can be changed and then the tutorial is to the trash.
    what exactly feature attracts your attention, it would be too long to describe them all in a single post
    ______________________________________________
    VRScans developer

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    • #3
      sure i understand, thank you for your good work for this great plugin.

      ok lets start... what ist the phoenix source...emit mode..."surface mode" ? what is the "plain force"? is it animetable? what is the "body force"? what is the foam's "surface lock"? what is splash/mist by fee fly? splash mist properties... what is the "splash drag" "mist drag" and what is the chaining? the particle preview seems not to work correctly... can't see any difference changing any value?
      does the splash particles automatically change to mist over time if they are small enough or how does it work?

      kind regards

      david
      Pixelschmiede GmbH
      www.pixelschmiede.ch

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      • #4
        the source modes are just renamed, they are the same as before.
        the plain force is uniform force in the space, combining different strength/drag values you can achieve different behavior. no drag makes the force gravity-like, it accelerates the fluid with no velocity limit. if you use the drag parameter the velocity reaches some equilibrium between the force and the drag.
        the body force is attraction toward bodies, it was present in the old core, but was not animatable and thus it's main purpose, the morphing, was harder to set. see this video to see how it works
        the surface lock controls the foam-liquid connection strength, tweaking it you can achieve different appearance of the patterns.
        the splash system was changed significantly. in the old core the splash particles size was explicitly set, that was a problem many times. now you specify the count of splash particles corresponding to one liquid particle. the liquid particles are converted into splash particles, when certain criteria are satisfied, and the splash particles are converted into mist particles if the split rate is non zero, i.e. when they become small enough because the splitting. the mist is dragged by the air and can form smoke-like formations, as is visible in this video.
        ______________________________________________
        VRScans developer

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        • #5
          ok, thank you. i will look at the vidoes and try the new paramteters.

          till next time
          Pixelschmiede GmbH
          www.pixelschmiede.ch

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          • #6
            it's me again

            we have to simulate simple smoke following a path. i saw the new cool feature you implemented in phoenix... the follow path. can you send me a simple scene of smoke following a path or is there a tutorial? i tried to do it myself but it doesn't work the way i want. i saw a movie on your vimeo channel of such a scene. the same we should do in our work. my brother told me know we should do a pipe sucking the smoke in it. is it possible? how can i do this?

            thanx in advance

            david
            Pixelschmiede GmbH
            www.pixelschmiede.ch

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            • #7
              this is because the buoyancy, we will change to be not required, whatever, here is the scene
              Attached Files
              ______________________________________________
              VRScans developer

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              • #8
                cool, thank you for the scene... thumbs up
                Pixelschmiede GmbH
                www.pixelschmiede.ch

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                • #9
                  the new splashes/mist is awesome... but how can i render the mist particles?
                  Pixelschmiede GmbH
                  www.pixelschmiede.ch

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                  • #10
                    with the particle shader, in point mode
                    ______________________________________________
                    VRScans developer

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                    • #11
                      hi there... oh cool... the new phoenix wave force test is awesome. i try to rebuild it and again can't do it on my own. is there a tutrial or can you send me a scene?
                      thanks in advance

                      kind regards david
                      Pixelschmiede GmbH
                      www.pixelschmiede.ch

                      Comment


                      • #12
                        The version Ivaylo put up is not yet in the nightly builds to get a stable sim like that one. My test from last week is quite simple to setup. Plug a phoenix ocean tex map into the wave force helper and that will create the velocities to drive your sim.

                        The way I visualised the force before I simulated, was to put the map into the displacement (in the phoenix rendering tab) and only simulated one frame to see what the general movement was like by looking at the displaced mesh. There might be an easier way to do it but I found that straight forward

                        Play with the strength of the waveforce from then on.
                        Adam Trowers

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                        • #13
                          ok thank you for your help. it works the way you explained it.
                          Pixelschmiede GmbH
                          www.pixelschmiede.ch

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