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ocean fill-up edges stuck with open boundaries

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  • ocean fill-up edges stuck with open boundaries

    I may have broken the rules on workflow however I'm unclear how to get around this. For large simmed ocean waves (using wave-force with oceantexture), I have the 'grid / boundary conditions' all set to 'open' and 'dynamics / initial fill up' set to the % I need along with 'fill up for ocean' checked.

    When simming I get this result seen here. It will only go away if I set X and Y boundaries to jammed-both, but then I no longer have an ocean - I have a closed box with walls. It seems this happens when the waves drop enough to go below the fill-up level.. like the fill-up is still attempting to maintain that level.

    My first thought was to render it cropped off by a box, but the lower the waves drop, the more that curve keeps reaching further and further in towards the center of the sim box - I'd have to crop off a very large portion of the sim.

    Wondering if theres a workaround? Thanks!
    Last edited by ttdww; 06-03-2019, 02:02 AM.

  • #2
    I've studied the docs and it seems like this issue is to be expected since pressure is being created at the walls and liquid is filled in if the level drops. I was going to sim this large ocean shot cut into narrow sim box slices going away from camera, each set to a lower detail, successively, however it seems this won't work and the box needs to be larger and square. It's the narrow box aspect that allows the curve of water to start forming until a U shape exists down the narrow channel. Is there a solution that allows me to still use narrow sim boxes?
    Last edited by ttdww; 06-03-2019, 03:16 AM.

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    • #3
      Hey,

      For now this is the best the solver can do. Using forces such as the wave force, plain force etc on ocean containers would create such effects at the borders because the simulator does not know that the velocity field created by the force is infinite and continues beyond the end of the simulator box. This is going to happen with square and narrow simulators alike.
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        Maybe he can create boundary layer, like in h. Cut the area, that is reflecting/overreacting etc. ?
        I just can't seem to trust myself
        So what chance does that leave, for anyone else?
        ---------------------------------------------------------
        CG Artist

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        • #5
          Hey Svetlin and Paul, Thanks for getting back to me. I decided to fall back to a larger more square area so the effect is minimized and can be more easily cut at render time. It's the narrow boxes where the 2 opposite curves almost end up touching after the sim runs for a while.

          Paul, just curious - are you referring to using 'confine geometry' at sim time?

          Thanks guys!

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          • #6
            Well, no. I think you should map the velocities to zero or smth like that. In the mid 2018 I was dealing with reflective waves, but with no luck. Maybe they fixed smth - dont know, coz waiting for the simulator to be repaired, so I can continue creating beachwaves animation.
            I just can't seem to trust myself
            So what chance does that leave, for anyone else?
            ---------------------------------------------------------
            CG Artist

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            • #7
              Ah, I think I get what you're saying. Will look into that. Thanks!

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              • #8
                The open boundaries work in this way, and i really doubt that this behavior can be avoided. However i can't imagine scenario where you need to render just the simulator rectangle without the ocean extension. The ocean extension is not just a mesh connection, it does some tricks to suppress the natural displacement near the borders and should make this invisible.
                ______________________________________________
                VRScans developer

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                • #9
                  Roger that - no worries. I'm back to simming more square-ish sims and can truncate the edges. But regarding the scenario, for this project only the stormy ocean sims will be rendered, no displaced ocean extension - camera is just above largest storm swells/waves, and client needs to see about a half-mile back. I'll be copying offsetting a lot of water sims, hence the hero/medium/lower quality slices I was going to try for. For the distant water, I'll do a straight displaced mesh with foam tex.

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