Greetings,
Sorry for the long story... thinking others are seeing related issues.
I have been working this sim for a while (several months?) with mixed success.
I started with the sample scene, and again tried with the preset. Both give the same results.
Current aur frame 635 cache file size is 630MB. Grid is 82million cells with 47 million water, 28 million foam, 285K splashes, no mist or wetmap..
I tried a long time with grid scale 1.0, without real success, and am currently testing scale 2.0 with some improvement.
I am running the sim on a slave machine, and the sim time has been slowing down repeatedly, same as it did with scale 1.0.
Preview cache is set to never read for preview before sending to the slave..
I am using a birth volume to control where splash and foam are generated.
The hull shell solid object, clear inside, animated vertices, motion velocity effect 2.0.
I tried for a long time with wave action to have the water hug the bottom and sides of the hull better (compensate for the gaps along the hull from sideways pull of the phoenixfdoceantex displacement), but the front of the container began drawing deep low water trough in front of the ship, so I took out the wave action and changed to a lower value of velocity coherence.
But the low water trough reappears even without the wave action.
So now this run is approaching six days, and the time to sim a frame becomes excessive at 15 minutes, and I stop the sim job, then resend the job to restore the sim at the last completed frame minus 1 so I know it is a good frame.
The slave reloads and begins producing aur cache at about 8 minutes each, but over the next 10 hours slows down to about 13 to 15 minutes.
Stop and restore and the slave again works at about 8 minutes (acceptable for an old i7 machine) but slows again, and the slow sim time symptom repeats.
Now the fun part. Pictures attached are frame 635. I turned on preview the cap mesh and this is what I see.
If this is "particles stuck to the front of the container", they are becoming a real drag in my simulation and seem to reduce the bow wake action.
Is that cavitation I see? Are the particles at the surface dragging grooves in the water?
Is there something I can do to compensate or stop the particles from sticking?
Last month I made the grid larger and moved the ship further back from the leading edge to see if it would help the bow wake, giving more room for the water to "settle" before impacting the bow.
Rendered from aft of the ship, the wake and splash/foam action looks great, but the swell around the bow is not well defined as expected.
Ship speed is about 30 knots. Hull is 512 feet long, 53 feet beam, keel is just above the bottom of the container.
BTW, using two spinning emitters for ship screws, outgoing velocity 40 feet, and another on the front of the spinning screws drawing water in at negative 40 feet. This makes the wake foam action my shipmates seem to enjoy.
Phoenix version 3.11.04 nightly, build ID 2018100228561 from 10/02/18.
Max 2019.2 Update, VRay 4.02.04.00005
Here is my scene.
Sim102518D.zip
In the rendering attached you can see the low water level trough in front of the ship, as wide as the container.
Any advise is greatly appreciated.
Thanks,
Ron Porter
Mustang, Oklahoma
Sorry for the long story... thinking others are seeing related issues.
I have been working this sim for a while (several months?) with mixed success.
I started with the sample scene, and again tried with the preset. Both give the same results.
Current aur frame 635 cache file size is 630MB. Grid is 82million cells with 47 million water, 28 million foam, 285K splashes, no mist or wetmap..
I tried a long time with grid scale 1.0, without real success, and am currently testing scale 2.0 with some improvement.
I am running the sim on a slave machine, and the sim time has been slowing down repeatedly, same as it did with scale 1.0.
Preview cache is set to never read for preview before sending to the slave..
I am using a birth volume to control where splash and foam are generated.
The hull shell solid object, clear inside, animated vertices, motion velocity effect 2.0.
I tried for a long time with wave action to have the water hug the bottom and sides of the hull better (compensate for the gaps along the hull from sideways pull of the phoenixfdoceantex displacement), but the front of the container began drawing deep low water trough in front of the ship, so I took out the wave action and changed to a lower value of velocity coherence.
But the low water trough reappears even without the wave action.
So now this run is approaching six days, and the time to sim a frame becomes excessive at 15 minutes, and I stop the sim job, then resend the job to restore the sim at the last completed frame minus 1 so I know it is a good frame.
The slave reloads and begins producing aur cache at about 8 minutes each, but over the next 10 hours slows down to about 13 to 15 minutes.
Stop and restore and the slave again works at about 8 minutes (acceptable for an old i7 machine) but slows again, and the slow sim time symptom repeats.
Now the fun part. Pictures attached are frame 635. I turned on preview the cap mesh and this is what I see.
If this is "particles stuck to the front of the container", they are becoming a real drag in my simulation and seem to reduce the bow wake action.
Is that cavitation I see? Are the particles at the surface dragging grooves in the water?
Is there something I can do to compensate or stop the particles from sticking?
Last month I made the grid larger and moved the ship further back from the leading edge to see if it would help the bow wake, giving more room for the water to "settle" before impacting the bow.
Rendered from aft of the ship, the wake and splash/foam action looks great, but the swell around the bow is not well defined as expected.
Ship speed is about 30 knots. Hull is 512 feet long, 53 feet beam, keel is just above the bottom of the container.
BTW, using two spinning emitters for ship screws, outgoing velocity 40 feet, and another on the front of the spinning screws drawing water in at negative 40 feet. This makes the wake foam action my shipmates seem to enjoy.
Phoenix version 3.11.04 nightly, build ID 2018100228561 from 10/02/18.
Max 2019.2 Update, VRay 4.02.04.00005
Here is my scene.
Sim102518D.zip
In the rendering attached you can see the low water level trough in front of the ship, as wide as the container.
Any advise is greatly appreciated.
Thanks,
Ron Porter
Mustang, Oklahoma
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