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Waterfall falling into cup of water

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  • Waterfall falling into cup of water

    So I have a job where I need a waterfall to wall into a cylinder of liquid - say a cup.

    What is the best way to have this lower volume of water sut there and not doo much until the water from the waterfall hits it, where I want to see splashes and stuff like that.

    The water will be inside a clear glass - so what is the best thinking on keeping it still without going crazy?
    http://www.jd3d.co.uk - Vray Mentor

  • #2
    Phoenix got a Waterfall quick preset. Did you try it? I think it's a good starting point for a waterfall. Try with some basic setup, see what's going on, share a screenshot and if you have some trouble with the setup or the results we'll help you

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    • #3
      Yeah, it's not the waterfall that was the problem, it was the water falling into the static volume at the bottom - can you send me your email and I will send a scene over? - really basic

      So there will be a waterfall falling into liquid.
      http://www.jd3d.co.uk - Vray Mentor

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      • #4
        Hi,

        maybe Cascade simulation is what are you asking for?

        From our doc page:
        "Cascade Source | usecascade, cascade – Specifies the source LiquidSim to connect this simulator to, forming a cascading simulation. This allows you to join several simulators into a structure with a complex shape. This can help you reduce memory usage by using many smaller simulators in place of a single large simulator. Note that the simulators must be run sequentially and each next one should be started only after the previous one has finished simulating. The Cascade Source parameter points to the previous simulator in the sequence. Also, note that for the simulation to function correctly, you need to have exported to cache the Velocity channel of the grid and of all the particle groups that are simulated in the Source simulator, otherwise the connection will not work properly. Additionally, if you intend to use any additional channels such as RGB, particle IDs or Ages, etc, they also need to be exported from the Source simulator's Output panel before running the current simulator."

        Another variant is using an additional geometry into the glass which is not renderable and has a Phoenix property - Initial liquid fill (right click on geometry --> Phoenix Properties --> Initial Liquid Fill).

        You can archive the scene in .rar or .zip format and upload it here or send it to our support guys - support@chaosgroup.com.
        Last edited by ; 29-05-2018, 06:49 AM.

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        • #5
          No it's not at all to do with cascade simulations other than the fact a waterfall is another word for "cascade"

          I just want a volume of water into which the waterfall will fall - but that liquid has to be super perfect as it will be inside a glass container. Will send later
          http://www.jd3d.co.uk - Vray Mentor

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          • #6
            Ok, then the second variant will do the job - invisible geometry into the glass with Initial liquid fill option checked. You can make this geometry with boolean modifier subtracting it from the glass geo.

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            • #7
              Yup, if I understand correctly, you can use this method to pre-fill the glass so you can have the waterfall splashing into it - https://docs.chaosgroup.com/display/...ith+Containers.

              In order to have that volume behave and remain stable, you need many steps per frame (minimum 10) and you might need to artificially bump the Grid -> Scene Scale.
              Svetlin Nikolov, Ex Phoenix team lead

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              • #8
                It's done, thanks guys - lucky for me most of the water his hidden, so I mostly just need to see the surface.... I don;'t suppose the ocean shader can be limited to a circle?
                http://www.jd3d.co.uk - Vray Mentor

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                • #9
                  Wouldn't you just apply the ocean Tex to your circle geometry?
                  care to share your result? Would love to see it .
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                  • #10
                    Yup - either apply the ocean tex as a V-Ray displacement modifier, or if you want the simulation to work as well, try this: https://www.youtube.com/watch?v=EZE73SnTgR4
                    Svetlin Nikolov, Ex Phoenix team lead

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