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  • hump left in ocean after simulator moves

    Hi.

    I'm having an issue with a hump appearing in my ocean simulation. The simulation is setup up in a typical manner for an ocean where motion inertia is turned on and the simulator box is parented to the vessel. I've noticed the hump is created where the simulator edge once was, when the simulation began (which can't be a coincidence)

    The image ' PFD Ocean hump A' is my inital test. Image B i've increased the resolution 4x. Image C i've increased the steps to 3. Although the final image is the best it's still not perfect. The blue arrows show some other smaller humps starting to be created also.

    I've also included an image of the parameters i've setup.

    Any ideas why this might be happening?

    Thank you
    Attached Files

  • #2
    I could be wrong, but try adjusting the Ocean Level to get the outside the simulator stuff level with the inside the simulator. I often seem to have to animate this, which honestly is a big pain.

    Perhaps there is a better way?

    Comment


    • #3
      Hi Joelaff and thank you very much for your reply.
      With the issue being directly through the simulation as opposed to the sides, adjusting the surrounding ocean level doesn't resolve this issue. Although i do want to acknowledge your observation about the current mismatch in height, the final simulation will cover a larger area and not just the front and one side of the vessel, once that's been done i'll alter the surrounding ocean level.

      I've actually had a similar issue to this in Phoenix FD 3 where the bounding edges were wrongfully effecting the simulation, and it was eventually resolved through an update, i'm wondering if it's the same thing appearing again perhaps?

      Any one else noticing this happening?

      Thank you
      Andy

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      • #4
        Hey,

        Can you send us the scene so we can check what is going on? You can send it to support @chaosgroup.com with a link to this thread.

        Thanks!
        Georgi Zhekov
        Phoenix Product Manager
        Chaos

        Comment


        • #5
          I've attached 3 images of a small test i've just complete. I've tranformed and rotated the simulator over a number of frames and you can see that the boundry edges are indeed not behaving in the 'window to an ocean' manner in which the motion inerita feature is intended to. I also believe this behaviour is causing the 'hump in the ocean' this topic is based on.

          Perhaps i've stubbled on an issue that needs fixing in an update?

          Thanks
          Attached Files

          Comment


          • #6
            Hi georgi.zhekov.

            Apoligies i' posted my previous message not realising you'd replied. I'll send my scene over now.
            Thank you

            Comment


            • #7
              Thanks a lot for the scene. Indeed having a rotating simulator is not behaving correctly - this is a known issue and it is already logged in our bug tracking system. We will update you once we have progress on that.

              As for the ship scene - is there rotation as well? Can you send this scene as well?

              Thank you!
              Georgi Zhekov
              Phoenix Product Manager
              Chaos

              Comment


              • #8
                Thank you for looking into this.

                Ah right ok, well that's a good thing for me to know, luckily i don't need to rotate anything but I imagine that feature would help in a number of situations.

                Going back to me ship scene, no it does not have rotation, just forward movement. I've uploaded the 3D scene and have also attached 2 images. 'Hump A' shows where the Simulation boundry is at the start of the sim (frame -100) 'Hump B' is around frame 30 and you can see theres a suspiciopusly straight hump where the simulation started. Also i noticed a number of other small humps appearing as the sim box moves over those positions, you can see this in 'Hump B' too.

                Thank you, and i hope i've made sense.
                Attached Files

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                • #9
                  Thanks! Reproduced it in here! We'll update the thread when we know more.
                  Georgi Zhekov
                  Phoenix Product Manager
                  Chaos

                  Comment


                  • #10
                    Excellent. Thank you for your time so far

                    Comment


                    • #11
                      hey, I've had this too in Maya. i've gone through some old playblasts and found an example of it where motion inertia = 1 and container sides are open. I get wrinkles at the leading edge and at the side too. I can pass the scenes on if it helps.
                      Attached Files

                      Comment


                      • #12
                        Originally posted by spaceRick View Post
                        hey, I've had this too in Maya. i've gone through some old playblasts and found an example of it where motion inertia = 1 and container sides are open. I get wrinkles at the leading edge and at the side too. I can pass the scenes on if it helps.
                        Absolutely, Maya scenes would help as well. You can attach them here or send them to the support mail with a link to this thread.

                        Thanks!
                        Georgi Zhekov
                        Phoenix Product Manager
                        Chaos

                        Comment


                        • #13
                          Hi Georgi.
                          I'm just wondering if anythign has been mentioned about this and if the reason for this happening has been identified?
                          Thanks!

                          Comment


                          • #14
                            Hey, a colleague is chasing it. Will ping you when we know more
                            Svetlin Nikolov, Ex Phoenix team lead

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                            • #15
                              Excellent, thank you for the update!

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