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  • Lava Sim / Animate viscosity

    Hey,

    So, I did some R&D for my underwater volcano sim (the liquid lava part) and I?m getting close, but I?m not quite there yet.

    1. In my first setup I wanted to use several sources and just animate the discharge with short spikes for the eruptions. But that became too unpredictable: What looked like the right amount of discharge in the beginning quickly became just very small bubbles, after the liquid started building up and covering the emitters, due to its viscosity.

    2. So in my second attempt I?m now using a basic emitter with some spheres that have a noise controller on their position to get a basic, irregular build up for the lava, And then I just have some spheres with short bursts in the Z direction as collision objects to throw the lava up in the air.
    that looks pretty good now (see video link below).

    3. What I can?t get to work is to make the overflowing and boiling lava NOT become flat and smooth. I?m currently using a viscosity value of 0.2 and I?m guessing I?d need much higher viscosity values to get the lava to forn ripples etc. as it cools down. But for the scale of the scene the Lava eruptions look quite right with the viscosity has now, so my question would be if tehre would be a way for the viscosity to be mapped by velocity or something like that?

    Here is the youtube link:

    https://youtu.be/B0bxYnsEp4o

  • #2
    To be honest, we need to have control like Houdini etc which hopefully it is heading that way in that you use a temperature channel or any other kind of data to control things like the 'cooling down' effect of Lava. I think you can only go so far with Phoenix at the moment.

    Anyway nice idea on getting the bubbling etc
    Adam Trowers

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    • #3
      Hi,

      I noticed there is a Consumed liquid parameter on which is killing the droplets on the surface. Maybe you should make it zero.
      George Barzinski
      QA Phoenix FD

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      • #4
        In order to have the viscosity mapped, we fist need to implement variable viscosity in the core, which will take a while. It's one of the more important tasks on the todo list, but the list is a few hundred points long already, so I hope we can get there sooner
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          I see...so much to do and so much time wasted sleeping...
          Thanks for the tip with the consumed liquid, I?ll try making that zero on my next test.

          Yeah, pitching phoenix against houdini is a bit unfair I think, especially if you compared the prices of those two.

          But to be honest:The way it looks like for me right now, Houdini will be the future in most areas of VFX: Having one package to consistently handle Fire, smoke, liquids, soft body and rigid body sims and have the possibility of all of them interact at once...well.

          But as long as I have everything else I need in 3ds Max and have phoenix so conveniently integrated, I?ll stay with Phoenix...

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          • #6
            Yea I'm not having ago at phoenix as I use it everyday and it is great Just good to know it is on the to do list.
            Adam Trowers

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