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Initial fill up - gravity affect afterwards?

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  • Initial fill up - gravity affect afterwards?

    Hello, I have a quick question about initial fill up. I'm working on a river scene (for the fun of it) and if I emit just from a regular emitter it takes quite a few frames of simulation before the water starts to fill up the bed and react the way I had in mind. My thought was that I could fill up the space with initial fill up and then run the emitter which would sort of push the water along and save me 1500 frames of 'fill up the river' simulation. (Or, is this a good use of resim?)

    What I find however is that even if I have Z boundries set to open that the water sits there and doesn't "drain" out the bottom of the sim under the river bed geo. That geo is a single sided plane, if that matters. Then I thought maybe I could animate the value to 0 over time but it seems it's more of a switch.

    Am I on the wrong track here? Thanks for any tips.

    Best,
    AJ

  • #2
    the open boundaries + initial fill up by ocean level are turning the simulation in ocean mode and the water will not leak.
    use initial fill up by object, beside the leaking you have a bonus that the initial fill up can be with inclined object and in general much better control
    ______________________________________________
    VRScans developer

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    • #3
      Wow that's awesome, I didn't realize fill up by object was a thing, will check the help now. Thanks!

      EDIT: Maybe I'm not sure what to search for in the help. Can you please point me toward more info about fill by object or a quick run down of how to enable it? Thank you very much.
      Last edited by Deflaminis; 01-07-2016, 01:14 AM.

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      • #4
        The new help is not visible yet - the object fillup is an option in the right-click node properties
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Thanks a lot, looking forward to giving it a go!

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          • #6
            Phoenix has come a long way, it's really easy to setup and get things working these days. I appreciate all the effort that's gone into functionality and usability lately. It was very easy to set this up after knowing the right click menu was where it's at, and my river does flow very nicely without little tinkering, even without object fill up.

            I do have a couple follow up questions:

            1) Is it possible to specifiy how much to fill on an object? I have a sort of U shaped riverbed, and it does coat all the walls pretty much equally, but I was wondering if there is a way to have it be solid across from one side to the other?

            2) I probably need to change my (admittedly basic) model to accommodate the new method, because for some reason the initial fill up water doesn't see my river bed as a solid object and immediately drops through the bottom. I tried making the model watertight and then another way of adding a shell to it, but for some reason it just doesn't stick or see the geo as an object. Where did I go wrong? (Or should I use one object to generate the water and another object for collisions?)

            Click image for larger version

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            Thanks!
            AJ
            Last edited by Deflaminis; 01-07-2016, 05:06 PM.

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            • #7
              i think you are misunderstanding the fill up functionality.
              it does not fill the object in the common meaning of the word, but in the 3d meaning of the word.
              for example, if you have a glass and select this option, the glass will be not filled, but the walls will be filled.
              with other words, you need to create an invisible object, that specifies the shape that must be filled, not to use the river bed for this
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              ______________________________________________
              VRScans developer

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              • #8
                Ah I see, thank you very much. That makes sense, I did find a teapot fill tutorial somewhere that was similar to this in concept, easy enough. Thank you.

                EDIT: Yes this is really great, super control over where the water spawns. Love it.
                Last edited by Deflaminis; 02-07-2016, 12:08 AM.

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