Announcement

Collapse
No announcement yet.

Boiling water

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Boiling water

    Hello!

    I want to create boiling water using Phoenix FD 3.
    I'm aware of the bubble example scene but I'm more interested in moving the fluid instead of creating bubbles.
    My approach is to simulate Bubbles of air using a smoke simulator and then using the resulting velocity field to move the Liquid Simulator.
    Do you see any problems with this workflow? What is the correct way to set this up?
    I'm working in a 15cm x 15cm Liquid Grid but its scene scale scale is set to 5.
    How high would the smoke velocity have to be to properly excite the fluid?
    Does the smoke sim has to have "solid object" enabled?
    Does the Motion velocity Effect value on the smoke sim simply multiply its velocity field?
    www.hofer-krol.de
    Visualization | Animation | Compositing

  • #2
    That will be a super fun effect to create. I think you're main idea is good - to have a secondary sim drive the fluid sim. But I'm not sure how to use a smoke sim as a force for a liquid sim in Phoenix. You could do something like this example that was done in Realflow: https://vimeo.com/11046292 - the resulting render: https://vimeo.com/10772406

    If that is your desired effect, you could do something similar by creating a small "patchy" sim of some fluid moving upward like in the example, then mesh it and use that mesh as a collision for the main sim. Then those meshed collision objects would be rendered as refractive geometry, creating bubble-looking things. Or something like that.
    Josh Clos
    FX / 3D Generalist

    Comment


    • #3
      One of the things we need to add in the near future is a force helper much like the body force or the path follow, which takes a cache sequence and allows you to drive the simulation using velocity from thise cache sequence...
      Svetlin Nikolov, Ex Phoenix team lead

      Comment


      • #4
        Oh in my mind "simple" sampling of another sims velocity field would already exist, but the only way to transfer the velocity is via meshing (or just enabling meshing on smoke sim and enablig solid object)?
        What about using PhoenixFDTexmap? This already does sample any wanted value that you hopefully could map to the fluid sim using a PHXMapper. Would that work? I'm going to try that.
        www.hofer-krol.de
        Visualization | Animation | Compositing

        Comment


        • #5
          Good idea! Maybe this would do the trick as well.
          Svetlin Nikolov, Ex Phoenix team lead

          Comment


          • #6
            Originally posted by a0121536 View Post
            Good idea! Maybe this would do the trick as well.
            can you confirm that the liquid sim can be mapped with a PhoenixFDTexmap in a PHXMapper? I'm not getting any effect and I'm wondering whats missing.
            www.hofer-krol.de
            Visualization | Animation | Compositing

            Comment


            • #7
              Originally posted by joshclos View Post
              That will be a super fun effect to create. I think you're main idea is good - to have a secondary sim drive the fluid sim. But I'm not sure how to use a smoke sim as a force for a liquid sim in Phoenix. You could do something like this example that was done in Realflow: https://vimeo.com/11046292 - the resulting render: https://vimeo.com/10772406

              If that is your desired effect, you could do something similar by creating a small "patchy" sim of some fluid moving upward like in the example, then mesh it and use that mesh as a collision for the main sim. Then those meshed collision objects would be rendered as refractive geometry, creating bubble-looking things. Or something like that.
              Thank you!
              But I tried that and the way I'm doing it seems to eat the liquid. Volume loss occurs.
              www.hofer-krol.de
              Visualization | Animation | Compositing

              Comment


              • #8
                Originally posted by henning View Post
                can you confirm that the liquid sim can be mapped with a PhoenixFDTexmap in a PHXMapper? I'm not getting any effect and I'm wondering whats missing.
                Dang, this really won't work with FLIP liquids because they are particle-based. I hope I can get to the cached-velocity force soon, but there's a lot of other tasks before that...
                Svetlin Nikolov, Ex Phoenix team lead

                Comment


                • #9
                  Just for my understanding. I suspected the velocity is being stored in the voxel grid and the particles sample this grid. I just thought I could add external velocity to this grid by sampling another overlapping grid.
                  www.hofer-krol.de
                  Visualization | Animation | Compositing

                  Comment


                  • #10
                    Actually it turns out it's possible, but I needed to do some modifications to the FLIP solver. I hope in a couple of days this will be in the nightlies and I'll attach a scene as well
                    Svetlin Nikolov, Ex Phoenix team lead

                    Comment


                    • #11
                      Hey,

                      The changes are in the nightlies. You can check this scene as a reference: test_mapper_2014.zip

                      Hope this helps
                      Svetlin Nikolov, Ex Phoenix team lead

                      Comment


                      • #12
                        Thank you very much! I'm currently requesting access to the nightlies...
                        www.hofer-krol.de
                        Visualization | Animation | Compositing

                        Comment

                        Working...
                        X