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Tip on container solution missile launch?

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  • Tip on container solution missile launch?

    Okay. so i have a shot of which i am gonna simulate a missile launch. the missile it self will be travelling for about 6 miles and the camera would see its whole trajectory all the time. I also do not want the smoke to dissipate. The missile itself will be starting off fairly close to the camera and then going towards the horizon away from the camera.

    What i am thinking is that i would do a high detailed sim for only the launch and then do another lower res sim for the travel. It is the lower res sim i am interested in how to do best. Should i link the grid to the missile or should it be stationary and expand with the missile?

    Anyone got some tips for as to how to get the best possible details and simulation time with such a large grid?

  • #2
    Hmm at this moment I go for the full container only because I find adaptive grid to not work very well. I find it doesn't adapt very well at low res or not much at high res to be honest. I'm hoping it will be more stable soon. It generally cuts into the sim no matter what thresholds I use.

    You could try the cascade setup but I haven't tried that yet Sorry not much help but If anyone wants to expand on the adaptive part would be great to know!
    Adam Trowers

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    • #3
      Hey guys,

      If you find the grid to not adapt quickly enough, you could try setting the channel to Speed and the threshold to about 10. Then if it still doesn't manage to keep up, you can keep reducing the threshold.

      Cheers!
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        Thanks Svetlin, shall try it next time
        Adam Trowers

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        • #5
          Thanks guys!

          I now have a launch sim that i am fairly happy with, The flame of the missile before turning into smoke is flickering a bit to much. it helped a lot increasing SPF and i now have it set to 8. There is still quite uneven blast coming out and i dont really want to increase SPF even further due to sim times.

          Any tips on how to get the smoothest possible fireblast?

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          • #6
            ... with more SPF I'm afraid Many steps per frame are the what's important in fast moving fluids.
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              Aye!

              I guessing i would not need a much higher number than now anyway so i will manage

              and combining it with motion blur as well i am sure will help a great amount!

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