Hi I have a scene with very calm water and a raft traveling. But for some reason I can clearly see borders and there is a bump in front of the grid. Am i doing anything wrong? is it phoenix limitation and I must have rough water to blend grid borders? Thanks
Announcement
Collapse
No announcement yet.
Smooth ocean and a boat
Collapse
X
-
Hello,
Your simulator is quite small - you can give it a bit more space around the vessel and increase the grid resolution a bit and the bump should be gone.
However for the borders you will need a bit of a rougher ocean surface to blend the seams. Also make sure to get a latest nightly build as we did some fixes for the blending with the ocean while you have smoothing enabled as is your case.
Georgi Zhekov
Phoenix Product Manager
Chaos
-
Originally posted by georgi.zhekov View PostHello,
Your simulator is quite small - you can give it a bit more space around the vessel and increase the grid resolution a bit and the bump should be gone.
However for the borders you will need a bit of a rougher ocean surface to blend the seams. Also make sure to get a latest nightly build as we did some fixes for the blending with the ocean while you have smoothing enabled as is your case.
It is better with a newer build but the front still has water bump no matter how big the grid is. It's almost like grid acts as a floating box influencing water in the front even though it is an open grid and shouldnt do it,.1 Photo
Comment
-
The thing is that there is no such limitation.
I'd suggest trying to simulate without the vessel just to check if a simple empty simulator still causes this - this will provide some information on what to look at when determining which factors cause this behavior.
Cheers!Svetlin Nikolov, Ex Phoenix team lead
Comment
-
Originally posted by Svetlin.Nikolov View PostThe thing is that there is no such limitation.
I'd suggest trying to simulate without the vessel just to check if a simple empty simulator still causes this - this will provide some information on what to look at when determining which factors cause this behavior.
Cheers!
it is still doing it even with just empty grid. The grid is linked to a moving dummy that follows path. I am not sure why. Could you look at the scene maybe I am doing something wrong. Thank youAttached Files1 Photo
Comment
-
Originally posted by Svetlin.Nikolov View PostIt looks like the issue occurs with a rotating container. Will ping you when we know more...1 Photo
Comment
-
Hey,
There is a constant tug of war between the gravity and the forces that preserve the liquid volume. With a low scene scale, the gravity is much bigger in relation to these forces and they struggle to keep the liquid from flattening out on the bottom.
This can be resolved by using more steps per frame, or a larger scene scale - in this case your container is only 2 meters wide and you are using only 4 steps, so both contribute to the liquid starting to jitter.
Hope this helps!Svetlin Nikolov, Ex Phoenix team lead
Comment
-
lander , looks like what you have might be a different problem. A moving container and foam are two additional factors that might be causing this. If your simulator scale is correct in real world, then you could work around this by using a birth volume geometry for the foam, where you can limit it only around the ship.
Cheers!Svetlin Nikolov, Ex Phoenix team lead
- Likes 1
Comment
-
Originally posted by Svetlin.Nikolov View PostHey,
There is a constant tug of war between the gravity and the forces that preserve the liquid volume. With a low scene scale, the gravity is much bigger in relation to these forces and they struggle to keep the liquid from flattening out on the bottom.
This can be resolved by using more steps per frame, or a larger scene scale - in this case your container is only 2 meters wide and you are using only 4 steps, so both contribute to the liquid starting to jitter.
Hope this helps!
Comment
-
Hey,
This problem is something we haven't paid much attention because usually with a fluid sim you want it to move and not remain calm and flat. The easiest way we would approach the problem internally would be to add some damping to the velocities, but this is something you can also do from the user side as well to work around it - just add a drag force, or a mapper setting the velocity to zero (a black texmap) and it should freeze the simulator too.
Cheers!Svetlin Nikolov, Ex Phoenix team lead
Comment
-
Originally posted by Svetlin.Nikolov View PostHey,
This problem is something we haven't paid much attention because usually with a fluid sim you want it to move and not remain calm and flat. The easiest way we would approach the problem internally would be to add some damping to the velocities, but this is something you can also do from the user side as well to work around it - just add a drag force, or a mapper setting the velocity to zero (a black texmap) and it should freeze the simulator too.
Cheers!
Comment
Comment