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Lake splash - problems with liquid simulator

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  • Lake splash - problems with liquid simulator

    Hello,
    I am the user of the newest version of Phoenix FD
    I am trying to create big scale splash on the surface of lake (4tons cylinder dropped from flying aircraft). I find few problems:

    1. GRID: The boundaries are set to "OPEN" which should means "The simulation behaves as if there is infinite fluid beyond the boundary". In my simulation it looks like there are always boundaries - see attachement 1. I turn on the Adaptive Grid with Maximum Expansions but the boundaries are always seen.
    2. I would like to have lake like surface and I turned on the ocean mesh Initial Fill Up / Fill Up for Ocean set to 85. During simulation the "ocean" surface suddenly pops few meters up - attachement 2.
    3. I tried to solve No2 problem and under Rendering/Ocean I changed the ocean level to 12,5 (to have same water levels inside and outside simulator, OFF-Screen Margin to 10 - attachement 3. The boundaries are still very noticable.
    Can You help please?
    All the best.
    Piotr
    Attached Files

  • #2
    Hey,

    For this setup, make sure to set adaptive limits so that the grid does not expand vertically - Z+ and Z- must be 0.

    Also make sure the Simulator is in real-world scale. You can try this setup: https://docs.chaosgroup.com/display/...l-WorldExample

    Cheers!
    Svetlin Nikolov, Ex Phoenix team lead

    Comment


    • #3
      Originally posted by Svetlin.Nikolov View Post
      Hey,

      For this setup, make sure to set adaptive limits so that the grid does not expand vertically - Z+ and Z- must be 0.

      Also make sure the Simulator is in real-world scale. You can try this setup: https://docs.chaosgroup.com/display/...l-WorldExample

      Cheers!
      Thank You so much. When I set up the Z+ and Z- to 0 the splash is very flat. Does it mean I must increase the height of the simulator?

      Comment


      • #4
        Ah yes, you must increase the height beforehand so the splash fits in. The problem is that currently the ocean fillup height is a percentage of the simulator height, so if the grid starts adapting vertically, the ocean inside it will start moving up or down on each resize...
        Svetlin Nikolov, Ex Phoenix team lead

        Comment

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