Announcement

Collapse
No announcement yet.

noise/spots in water

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • noise/spots in water

    Hello, im pretty sure this has been discussed many times but i really couldnt find any topics on it. When i render water it gets this noise/white spots on it. Tried tweaking so many settings and it didnt change even slightly soo im asking here. what do?

    Another question i have and not to open a new topic: How do i make the fountain interact with the pre-liquid, make waves, but not fill the container more?
    Last edited by devailo; 16-10-2018, 11:24 PM.

  • #2
    Hey,

    For the white spots - if you're using a V-Ray Sun - make sure it has the invisible checkbox turned on. As for the liquid not filling the container - just as in the real world you will need something to take away the liquid - so you can make another liquid source with a negative discharge that will remove some of the liquid.
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

    Comment


    • #3
      it changes nothing.. using the latest nightly

      will try later the negative discharge to take away liquid

      Comment


      • #4
        Ah, looks like you have a Particle Shader in the scene that renders the liquid particles as well. If you turn in off from rendering it should render only the mesh.
        Georgi Zhekov
        Phoenix Product Manager
        Chaos

        Comment


        • #5
          could you elaborate a little bit? do i turn off the particle shader object from properties to not render? or from the rendering settings in the phoenixfdliquid object? or somewhere else?

          Okay, i turned the particle shader "renderable" off and the spots are gone. So can you explain to me why? Should i always disable the shader from rendering?

          and to follow up and tell me if im going for the effect the correct way.

          I have a fountain with 3 levels. Water erupts from the top and goes down each "story" but if i do it only with the top emmiter i can hardly get the effect of an even water "wall" so i am thinking of leaving the top emmiter and putting a new cylindrical emitter on each level on the edge to give me the nice even water effect like here in the pictures. And so a lot of water is generated and i will put the same cylinders inside each container with the same outgoing velocity only in negative to absorb the new water? Is this the best way to go for it?

          Не ми се получи добре обяснението на английски затова и на български ще го напиша. От всеки етаж на фонтана искам да пада водата така плътно. Ако е само с горния емитър и пада неравномерно на капки и парчета от произволни места, ако емитвам от всеки етаж плътна стена вода и веднага преливат коритата и ако така премахвам вода ще стане номера? и това ли е най правилния начин да подходя?
          Last edited by devailo; 17-10-2018, 01:28 AM.

          Comment


          • #6
            The Particle shader is created when you either create it from the Toolbar, when you enable the Foam/Splashes for simulation or when you use a Toolbar preset.
            Inside its options you can set which particle group you wish to render, looks like in your case it's set to use the Liquid particles - so you're probably using a scene where this has been specifically set up. Turning it on or off for rendering depends on what you want to achieve as a final render.

            As for the water behavior you can increase your grid resolution and steps per frame or you can add the other emitters as well and then remove the excess liquid with a negative liquid source.
            Georgi Zhekov
            Phoenix Product Manager
            Chaos

            Comment


            • #7
              okay thanks.

              Last question(for now) again with the particle shader. Since i am learning Phoenix FD from scratch do i need the particle shader? I need a little help understanding how - what works. If i dont add the PHXfoam i dont see a preview in the viewport. When i click simulate nothing happens. So i add this, the preview arrives but i have to hide it from object properties - renderable off in order to remove the white spots. Now it renders fine. I just want to understand how this works. thanks.

              edit: ok i dont know what was wrong before but now without the particle shader i get previews and liquids.. so okay, there are no worries there. On to building the cascading fountain.
              Last edited by devailo; 17-10-2018, 05:04 AM.

              Comment


              • #8
                Hey there,
                the Liquid Simulator outputs different *particle groups* for liquid, splashes, foam, mist, etc. Each of those is basically a collection of particles. The Phoenix Particle Shader can take a collection of particles and render them as Bubbles, Points, and so on.

                If your simulation requires anything resembling this then yup, you need the particle shader.

                The liquid surface itself is generated from the liquid particles system. Removing the particle shader from your scene should not affect it in any way.
                gosho.genchev@chaosgroup.com

                Comment


                • #9
                  Thank you very much for the help.

                  Comment

                  Working...
                  X