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Workflow for buoyancy with Phoenix fluids?

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  • Workflow for buoyancy with Phoenix fluids?

    I've been working with Phoenix fluid sims for the first time. In particular an ocean shot. Is there a standard workflow for floating an object on a phoenix ocean surface, or any fluid for that matter? I kind of assumed it could support two way interactions, but the more I look for that. the less I find. Once I have a handle on this, I need to bring a submarine up to the surface of the ocean in moderately choppy ocean conditions. Is there a generally accepted workflow I should be assuming?

    Thanks! Hopefully this isn't too dumb a question... I don't see anything in the Phoenix docs that addresses two-way interaction. Did I miss something?

    -Josh

  • #2
    Originally posted by vfxhooker View Post
    I've been working with Phoenix fluid sims for the first time. In particular an ocean shot. Is there a standard workflow for floating an object on a phoenix ocean surface, or any fluid for that matter? I kind of assumed it could support two way interactions, but the more I look for that. the less I find. Once I have a handle on this, I need to bring a submarine up to the surface of the ocean in moderately choppy ocean conditions. Is there a generally accepted workflow I should be assuming?

    Thanks! Hopefully this isn't too dumb a question... I don't see anything in the Phoenix docs that addresses two-way interaction. Did I miss something?

    -Josh
    Hi You can right click on mesh object and select active body and mass. I think it is still beta. Still waiting for solid bodies interactions. Also try rayfire or lucid by ephere
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    • #3
      cb LLC, thanks! So this must be in the nightly builds, eh? I think I have the latest official release installed right now. I will install nightlies and check it out. Will the active object simulation work over the top of keyframes?

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      • #4
        Hi guys! We've already discussed this in this topic:
        https://forums.chaosgroup.com/forum/...-active-bodies

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