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  • A fountain question

    Hi guys, I'm still pretty new to Phoenix, so prepare for a lot of noob questions
    I'm trying to make this really big fountain, I simuleted the water pouring in and i'm pretty happy with the result,
    but now i'm wondering how can simulate the interaction with the water body bellow. Do I need to simulate them both
    in one really big grid, or is there a way to make a separate simulation and make it interact with the first one ?
    I'm using nightly build, and I'm attaching some screengrabs so you can see what's the scale of the fountain.
    The grid i used for the puring water has 10m grid cells.
    It will be great if you guys can give me some pointers for how should i get about this case.

    Click image for larger version

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  • #2
    if the fountain is only one, you can set it as cascade source for the water body, if you need more fountains you have to use the old technique with the brush source, described in the docs
    ______________________________________________
    VRScans developer

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    • #3
      Hey Ivaylo,

      Thanks for the advice, i'm testing this method right now, it's working really well.
      I was wondering if this is faster compared to simulating everything in one go, in just one big grid ?
      Are the calculation times dependent on the amount of fluid in the grid container only, or if i have a bigger grid it will get slower ?
      Will get beck to you with more questions later

      Comment


      • #4
        perhaps it's faster, but less than expected. the reason is that you have to calculate the same particle count, only the grid cells are reduced. the grid cells really consume some resources, but the main part is hold by the particles. so, the cascade setup gives advantages only in cases of really big area that must be covered in case of single simulator, for example if you have moving bottle or something like this.
        one more advice - you can simulate only the surrounding area, the rest of the pool can be rendered in ocean mode, using the vray clipping tools to give the shape. you can't use the phoenix cutter, because it affects only the simulated area, not the ocean.
        ______________________________________________
        VRScans developer

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        • #5
          Thanks Ivaylo,

          I'm running a new simulation now without the cascade setup, everything in one grid that covers the pouring water and an area below where the splashes are and i'll try rendering it in ocean mode.
          I'll update the thread when i have some results. Thanks again for your help

          Comment


          • #6
            Hi guys,

            I've made a sim for the main water body that i'm pretty happy with and now I'm resimulating with foam.
            The thing is that my foam looks too soapy, it forms a layer that is too thick, I'm attaching a render so you can see what I'm talking about.
            How can i make the foam stick more to the surface of the water and not build up such a thick layer ?

            Click image for larger version

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            Sorry for the noob questions and thanks for your help so far

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            • #7
              decrease the b2b parameter, for water it must be very low, about 5-10
              ______________________________________________
              VRScans developer

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              • #8
                Hi guys,

                Doing a different fountain sim at the moment, but i ran into a problem.
                I simulated the fluid with a fake bottom, but when i use the native max modifier "slice" to remove the bottom poligons of the water mesh it renders without motion blur.
                Is this an expected behaviour and i have to use another method, or is that a bug ?

                Comment


                • #9
                  No idea if it is a bug but you could use vray clipper?
                  Adam Trowers

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