Hello there!
I am strugling a bit with an ocean simulation for some time now and hopefully you guys can help me out. There are a couple of things I would like to point out and ask for suggestions.
1-(possible bug). The parameter to render the particles Above/Under water doesn't seem to work properly. Please see the attached AboveRendering-Issues.jpg . That engine cooling water outlet is generating some polygons/a small mesh around so I assume the code behind this is looking at the normals of the mesh? so It 'read' the normals around the outlet as above/under? for know I thought of a workaround to tell the simulation to ignore the outlet mesh, so it will only emit fluid&particles but it won't generate aditional mesh around it. I need this because of a weird artifact that happens on a cluster of particles. Please see static-artifact.jpg + This wetrasnfer link https://we.tl/t-ZYmdyUXSrf
2- (suggestion/possible bug)- Please see Fluid-Moredisplace.jpg . I am trying to get as close as possible to real world simulations. Phoenix does a great job (Congrats to the devs!), but I want to push it further. I would like the ship to have more effect on the fluid, to actually feel it is pushing it away from it. I have tried to change the Motion Velocity Effect to different values but nothing happens. Even setting this to insane values like 100 makes no difference. Am I doing something wrong ? P.S. I have also tried using body force and set it to negative but that causes some weird things. I made a cylinder and tried to attract the fluid but that didn't work and also a plain force but I can't controll the fallof. It would be nice if the plain force would have a viewport visual representation of the area it affects, something similar to the old school omni lights inverse square fallof thing. I'll write about this in the Wishlist though.
3- (HELP!) - Please see the Phoenix-corona-disp.jpg . I have touched this subject on the https://forums.chaosgroup.com/forum/...foam-particles (my project manager posted this as he had access to the forums but I have a Phoenix subscription at home now so I can spam you guys with questions) And also on the Corona Forums (Svetlin was kind enough to create an account there and reply).
I understood that Phoenix actually displaces the mesh, similar to the standard Displace modifier from 3ds max, and that the details are controlled by the density of the mesh AND the detail value from Ocean Tex Map. On Ocean Mesh mode I assume Phoenix tessellates the extended part and then displaces it. I am using the value of 2.5 because if I go lower the quality isn't optimal. I have disabled the built in Phoenix displacement and added a Corona displacement on top. It took a lot of time to calculate. I thought it is because the density of the underlying mesh but I have collapsed the Phoenix Mesh(including the ocean extension) to a simple edit poly and applied the displacement modifier on top and the calculation time is 10 seconds . What I don't understand is why this happens... If visually the displacement can look really well and it needs 10 seconds to calculate, why does it take so long on the Phoenix Liquid simulator? I have also exported the mesh as .ABC + displacement and it is really fast, about 10 seconds of calculation. Any suggestion of how to reduce the calculation time + improving the horizon with the standard Phoenix ? Help ! P.S. Alembic is an idea but I need to see what to do wtih the particles + it takes huge amount of SSD space
To make a resume of what I am trying to explain:
Standard Phoenix displacement = Long calculation time (40-60 seconds) + even with horizon roughness to 1 it is still too little detail.
Phoenix simulator+ Edit poly modifier + displacement on top = Long calculation times (40-60 seconds) + detailed horizon
Collapsing the mesh to edit poly + displacement = Very short calculation times (10 seconds) + detailed horizon
Exporting to alembic + displacement = Very short calculation times (10 seconds) + detailed horizon
Thanking you all in advance!
Best,
Flavius
I am strugling a bit with an ocean simulation for some time now and hopefully you guys can help me out. There are a couple of things I would like to point out and ask for suggestions.
1-(possible bug). The parameter to render the particles Above/Under water doesn't seem to work properly. Please see the attached AboveRendering-Issues.jpg . That engine cooling water outlet is generating some polygons/a small mesh around so I assume the code behind this is looking at the normals of the mesh? so It 'read' the normals around the outlet as above/under? for know I thought of a workaround to tell the simulation to ignore the outlet mesh, so it will only emit fluid&particles but it won't generate aditional mesh around it. I need this because of a weird artifact that happens on a cluster of particles. Please see static-artifact.jpg + This wetrasnfer link https://we.tl/t-ZYmdyUXSrf
2- (suggestion/possible bug)- Please see Fluid-Moredisplace.jpg . I am trying to get as close as possible to real world simulations. Phoenix does a great job (Congrats to the devs!), but I want to push it further. I would like the ship to have more effect on the fluid, to actually feel it is pushing it away from it. I have tried to change the Motion Velocity Effect to different values but nothing happens. Even setting this to insane values like 100 makes no difference. Am I doing something wrong ? P.S. I have also tried using body force and set it to negative but that causes some weird things. I made a cylinder and tried to attract the fluid but that didn't work and also a plain force but I can't controll the fallof. It would be nice if the plain force would have a viewport visual representation of the area it affects, something similar to the old school omni lights inverse square fallof thing. I'll write about this in the Wishlist though.
3- (HELP!) - Please see the Phoenix-corona-disp.jpg . I have touched this subject on the https://forums.chaosgroup.com/forum/...foam-particles (my project manager posted this as he had access to the forums but I have a Phoenix subscription at home now so I can spam you guys with questions) And also on the Corona Forums (Svetlin was kind enough to create an account there and reply).
I understood that Phoenix actually displaces the mesh, similar to the standard Displace modifier from 3ds max, and that the details are controlled by the density of the mesh AND the detail value from Ocean Tex Map. On Ocean Mesh mode I assume Phoenix tessellates the extended part and then displaces it. I am using the value of 2.5 because if I go lower the quality isn't optimal. I have disabled the built in Phoenix displacement and added a Corona displacement on top. It took a lot of time to calculate. I thought it is because the density of the underlying mesh but I have collapsed the Phoenix Mesh(including the ocean extension) to a simple edit poly and applied the displacement modifier on top and the calculation time is 10 seconds . What I don't understand is why this happens... If visually the displacement can look really well and it needs 10 seconds to calculate, why does it take so long on the Phoenix Liquid simulator? I have also exported the mesh as .ABC + displacement and it is really fast, about 10 seconds of calculation. Any suggestion of how to reduce the calculation time + improving the horizon with the standard Phoenix ? Help ! P.S. Alembic is an idea but I need to see what to do wtih the particles + it takes huge amount of SSD space
To make a resume of what I am trying to explain:
Standard Phoenix displacement = Long calculation time (40-60 seconds) + even with horizon roughness to 1 it is still too little detail.
Phoenix simulator+ Edit poly modifier + displacement on top = Long calculation times (40-60 seconds) + detailed horizon
Collapsing the mesh to edit poly + displacement = Very short calculation times (10 seconds) + detailed horizon
Exporting to alembic + displacement = Very short calculation times (10 seconds) + detailed horizon
Thanking you all in advance!
Best,
Flavius
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