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Multiple liquid solvers and ocean.

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  • Multiple liquid solvers and ocean.

    Hi! using as an example the ship scene, if one wants to have multiple ships, what would be the procedure? I managed to copy the ship with everything once solved, point the poarticles to the same cache, and then I can have two ships and only spend the time to calculate one, but the render time goes to hell, should I keep just one PHXFoam and add the second particle system to it? or have two PHXFoam? I want to reuse the simulation and have the same look on the second ship.

    Also... is there a quick way to just render a pass that have only the ocean without the ship? so I can for example fade the ship off like it vanishes? By fading to a render of just the ocean? I tried to hide the ship, the foam and splash, and the particles, but the the ocean do not render sicne there are no particles. It seems that the PhoenixFD need to be solved for the ocean to render, and also needs to render at the same level... may be if in the time bend controls I solve frame 1 without the ship and then set play speed to 0????? Does my question makes sense?

    V.

  • #2
    Well vanishing - simulate with vanishing and then use input panel play controls Tho I think some blending will be visible. You have to export anything that reads like "velocities".
    I just can't seem to trust myself
    So what chance does that leave, for anyone else?
    ---------------------------------------------------------
    CG Artist

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    • #3
      I tried to hide the ship, the foam and splash, and the particles, but the the ocean do not render sicne there are no particles.
      what you mean with "particles"?
      ______________________________________________
      VRScans developer

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      • #4
        could you not just have 2 sims. generate 1 with wake/splash with the boat. then have another sim (in another file to keep the cache apart) with splash/foam turned off and no boat. generate that so it`s just the ocean. render both and fade between. this presumes that the ocean displacement map produces consistent results, no reason it shouldn`t.

        also i`m doing the same thing with multiple wakes at the moment. generate 1 then copy it. i had to copy the splash and foam helpers as well and point the to the new copied sims. worked good except for having a slight visible box around the copied sims. dropped them down a little and you`d never notice. it`s probably not the proper way to do it but saves a bunch of time.
        Last edited by anthonyh; 06-05-2016, 09:06 AM.

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