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  • Lava Simulation

    Hi,

    I would like to simulate a lava flow like this reference. https://www.youtube.com/watch?v=HzwuTBx93uA

    Any tip for a start?

    Cheers

  • #2
    Hello,

    The lava from this reference video looks pretty steady flowing. What you can do is start with the Tap Water preset and adjust the discharge for the emitter object.Depending on the look you're after you could add a little viscosity. Then for the rendering you can apply VRayLight material to the liquid and it should be pretty close.
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      Hi,

      Here is what I got so far. To get the lava look smooth and thin, I keep surface tension at 1. The problem is I also want to get some splash when the lava hit the ground. If I change the surface tension to 0, I will get the splash, but the lava will not look smooth like this. You guy have any idea?

      Thanks

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      • #4
        You could get the smoothness by increasing the Steps per frame as well - this will slow the sim down proportionally as well.
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Hi,

          I still can't get splash that I want even increase the step per frame to 15 . And I also want the lava doesn't disappear like water, I want it to stick together with the flow. Right now you can see the liquid drying out. The lava look good for the first 200 -300 frame then it slowly disappear.

          Thanks

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          • #6
            Perhaps try turning viscosity and non-newtonian up? Like a chocolate sim?

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            • #7
              Produce it with two different simulations. One to get the flow and the "fall" of the lava just right, and then another one just to get the splash. When composited together it should be nice.

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              • #8
                Thanks for your tips. I wonder if Phoenix has something like killplane in Bifrost. so you can kill the fluid where you want it to.

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                • #9
                  Yup, in the right-click Phoenix props of each geometry you can enable 'Clear Inside' and it will kill the particles or grid channels from the list. However, note that the geometry must be inside the simulator.
                  Svetlin Nikolov, Ex Phoenix team lead

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                  • #10
                    Hi Svetlin,

                    I try to use particle source to create the volcano burst as the reference. So far no luck with the particle source document maya. Not sure if you can give me an example of the scene using particle as source.

                    Thanks

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                    • #11
                      Roger that, gonna check it and get back to you.
                      Svetlin Nikolov, Ex Phoenix team lead

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                      • #12
                        Seems like everything's fine on my side. Are you using nParticles? You just have to connect the nParticle system to the Phoenix source and it should work. What kind of issues do you have?
                        Svetlin Nikolov, Ex Phoenix team lead

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