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Foam not working (Help me pleaseeee)

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  • Foam not working (Help me pleaseeee)

    Hey guys,

    I'm trying to make a foam simulation but it doesn't behave correctly. The foam is too dense and I can't reduce the trail size. I've looked in several tutorials on the internet and I couldn't solve it. Can someone help me???

    Attached Files

  • #2
    Another question... Why when I bring the interactive render closer to water, does the foam get weaker?
    Attached Files

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    • #3
      Hey,

      It looks like that the Foam is generate from the Splash particles using the Foam on Hit parameter in the Splash/Mist rollout. You could try to decrease the Foam Amount value. You could find more information and an example video about this option here - https://docs.chaos.com/display/PHX4M...ding-FoamonHit

      You can also try lowering the Dynamics rollout -> Droplet Surfing value a bit. The Droplet Surfing option controls how long a particle separated from the main body of water will hover on the surface before it merges with the liquid. Increasing this parameter allows the Splash particles to slide along boat wake thus producing a wider trail of foam in the front of the ship. Here you could see an example video showing how Droplet Surfing works - https://docs.chaos.com/display/PHX4M...ropletsSurfing

      You could also set the Foam Volume to 0 - this option is not really necessary for this type of simulation. Setting the Foam Volume to 0 will speed up your simulation.

      You could check our "Ship in the Ocean tutorial" where we set up a scene similar to yours - https://docs.chaos.com/display/PHX4M...p+in+the+Ocean

      As for the Particle Shader rendering. When rendering in Points mode, changing the Image Output resolution from the Render Settings or changing the camera distance will affect the appearance of the particles rendered as points. This is due to the fact that points are treated as pixel-sized. If you double the resolution, make sure to double the Point Alpha and Point Radius settings as well. Here you could find more information and example pictures - https://docs.chaos.com/display/PHX4M...heading-Points


      Hope this helps!
      Slavina Nikolova
      Phoenix QA Specialist
      Chaos

      Comment


      • #4
        Originally posted by slavina.nikolova View Post
        Hey,

        It looks like that the Foam is generate from the Splash particles using the Foam on Hit parameter in the Splash/Mist rollout. You could try to decrease the Foam Amount value. You could find more information and an example video about this option here - https://docs.chaos.com/display/PHX4M...ding-FoamonHit

        You can also try lowering the Dynamics rollout -> Droplet Surfing value a bit. The Droplet Surfing option controls how long a particle separated from the main body of water will hover on the surface before it merges with the liquid. Increasing this parameter allows the Splash particles to slide along boat wake thus producing a wider trail of foam in the front of the ship. Here you could see an example video showing how Droplet Surfing works - https://docs.chaos.com/display/PHX4M...ropletsSurfing

        You could also set the Foam Volume to 0 - this option is not really necessary for this type of simulation. Setting the Foam Volume to 0 will speed up your simulation.

        You could check our "Ship in the Ocean tutorial" where we set up a scene similar to yours - https://docs.chaos.com/display/PHX4M...p+in+the+Ocean

        As for the Particle Shader rendering. When rendering in Points mode, changing the Image Output resolution from the Render Settings or changing the camera distance will affect the appearance of the particles rendered as points. This is due to the fact that points are treated as pixel-sized. If you double the resolution, make sure to double the Point Alpha and Point Radius settings as well. Here you could find more information and example pictures - https://docs.chaos.com/display/PHX4M...heading-Points


        Hope this helps!

        How can I make these waves? I already increased the phoenix simulation box but it doesn't solve it.




        Attached Files

        Comment


        • #5
          Hey,

          You can try speeding up the ship's movement and moving it down a bit so it can interact more with the liquid.
          You could also try to increase a bit the Motion Velocity Effect of the ship. Select the ship and right-click for the Quad Menu and select Phoenix Properties. The Motion Velocity Effect parameter will make the simulation act as if the speed of the ship is multiplied.


          Hope this helps!
          Slavina Nikolova
          Phoenix QA Specialist
          Chaos

          Comment


          • #6
            Originally posted by slavina.nikolova View Post
            Hey,

            You can try speeding up the ship's movement and moving it down a bit so it can interact more with the liquid.
            You could also try to increase a bit the Motion Velocity Effect of the ship. Select the ship and right-click for the Quad Menu and select Phoenix Properties. The Motion Velocity Effect parameter will make the simulation act as if the speed of the ship is multiplied.


            Hope this helps!
            Hi. What are those shadows on the water? The dark part in the liquid.

            Link:
            https://youtu.be/XIIqGftiCcs
            Attached Files

            Comment


            • #7
              Originally posted by slavina.nikolova View Post
              Hey,

              You can try speeding up the ship's movement and moving it down a bit so it can interact more with the liquid.
              You could also try to increase a bit the Motion Velocity Effect of the ship. Select the ship and right-click for the Quad Menu and select Phoenix Properties. The Motion Velocity Effect parameter will make the simulation act as if the speed of the ship is multiplied.


              Hope this helps!

              With the smaller particle it looks like this...
              Attached Files
              Last edited by luizfernando_fonsecapimentel; 15-08-2023, 02:04 PM.

              Comment


              • #8
                Hey,

                Could it be that the Particle Shader -> Points -> Shadow Strength value is too high? Could you show us your Particle Shader settings?

                You could find more information about the Particle Shader settings here - https://docs.chaos.com/display/PHX4M...er+%7C+PHXFoam


                Cheers!
                Slavina Nikolova
                Phoenix QA Specialist
                Chaos

                Comment


                • #9
                  Originally posted by slavina.nikolova View Post
                  Hey,

                  Could it be that the Particle Shader -> Points -> Shadow Strength value is too high? Could you show us your Particle Shader settings?

                  You could find more information about the Particle Shader settings here - https://docs.chaos.com/display/PHX4M...er+%7C+PHXFoam


                  Cheers!
                  Hey! The problem was solved.
                  But I have another question. How do I decrease the ocean mesh? These particles are huge, but my grid is already small. Help me please.​
                  Attached Files

                  Comment


                  • #10
                    Hey, could you elaborate more? Do you need to see more details and little waves in the flat ocean surface, or do you want to create more splashing liquid with smaller flying droplets?
                    Svetlin Nikolov, Ex Lead Phoenix developer

                    Comment


                    • #11
                      Originally posted by Svetlin.Nikolov View Post
                      Hey, could you elaborate more? Do you need to see more details and little waves in the flat ocean surface, or do you want to create more splashing liquid with smaller flying droplets?
                      I would like the oceanic (water) mesh to be smaller. She is very big.
                      I want ocean water droplets to be smaller



                      Click image for larger version

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                      • #12
                        So you need to increase the grid resolution from the Grid rollout.
                        Svetlin Nikolov, Ex Lead Phoenix developer

                        Comment


                        • #13
                          Originally posted by Svetlin.Nikolov View Post
                          So you need to increase the grid resolution from the Grid rollout.
                          What is the difference from one simulation to another? Why does the first cut through the ocean's mesh and the second not?

                          It seems that the oceanic network is not recognizing my boat.
                          Attached Files
                          Last edited by luizfernando_fonsecapimentel; 08-09-2023, 07:09 AM.

                          Comment


                          • #14
                            Hello,

                            I just want to add a couple of things. Your boat hull needs to be a closed (watertight) object with no open edges and single faces. You can add a STL check modifier to inspect your mesh for errors. I can't see very well, but on some of your screenshots looks like this might not be the case. You can add a shell modifier to make the hull thick, or completely close the top with some poly modeling. You can do that on a non renderable copy of the original hull object and use it for the interaction with the water. Leave the original object as it is and use it for rendering. Using simplified proxy object as colliders is an important step in every dynamic simulation. And for the dark (black) spots on the water, you can try adding an additional geometry for the ocean's bottom, if you don't have one already. Easiest way to do that is by placing a vray plane that is infinite. You can create one and move it a few meters down (below the water surface).

                            Hope that helps.
                            Cheers.
                            Last edited by zdravko_pavlov1; 09-09-2023, 02:20 AM.

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