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  • Boat simulation again

    I haven't been working with boat simulations for a while. However, I got new assignment, so I wanted to test new features of Phoenix starting with speedboat simulation template. I wonder why I don't get the infinity ocean. When compared to an old, working simulation everything seems to be identical, but I see the water only where the Phoenix FD grid is. Has something changed recently?

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  • #2
    Are you using the Ocean rendering mode in the Rendering rollout of the simulator?

    The ocean mesh outside of the grid will show up in the rendering and in the viewport only if you set the render mode to Ocean mesh mode.
    Georgi Zhekov
    Phoenix Product Manager
    Chaos

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    • #3
      Originally posted by georgi.zhekov View Post
      Are you using the Ocean rendering mode in the Rendering rollout of the simulator?

      The ocean mesh outside of the grid will show up in the rendering and in the viewport only if you set the render mode to Ocean mesh mode.
      Thanks, there it was.

      Click image for larger version

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      I'm not sure about the actual speed of this thing so 30kn is my guess. Does this look like thirty Knots?

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      • #4
        I don't know what I'm doing wrong here, but my boat is diving when using activebodies. The hull is completely below the surface.

        Click image for larger version

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        • #5
          Maybe your center of mass is a bit off. You can check our Active Bodies guide here - https://docs.chaos.com/display/PHX4M...e+Bodies+Guide

          And the Stormy Sea tutorial here - https://docs.chaos.com/display/PHX4MAX/Stormy+Sea
          Georgi Zhekov
          Phoenix Product Manager
          Chaos

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          • #6
            As for the speed - 30 knots should be around 15.4333 m/s
            Georgi Zhekov
            Phoenix Product Manager
            Chaos

            Comment


            • #7
              Originally posted by georgi.zhekov View Post
              As for the speed - 30 knots should be around 15.4333 m/s
              Thanks,

              I think this has been correct from beginning; I work with millimeters.

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              • #8
                I don't understand. I have placed the CoM gizmo down - near the keel. However, it does not stay there. As we see it rises and on next frame the boat sinks. What I'm doing wrong here? Also the stern should no dig into water.

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                • #9
                  Did you turn on the Override center of mass checkbox?
                  Also when changing the center of mass helper's position - make sure that you're changing the original one and not the Active body one.
                  Georgi Zhekov
                  Phoenix Product Manager
                  Chaos

                  Comment


                  • #10
                    Originally posted by georgi.zhekov View Post
                    Did you turn on the Override center of mass checkbox?
                    Also when changing the center of mass helper's position - make sure that you're changing the original one and not the Active body one.
                    I think, it's now correct in my scene. There's still few issues.
                    1. What's the total Mass stands for. the boat weights 7 000 kg. I'm using 700 kg in Chaos Phoenix properties and the boat swims still too deep.
                    2. Where I'm supposed to link the liquid source geometry. Where ever I link it, it stands still. Since it's for propulsion foam, I want it to follow the boat hull?
                    Anyone?
                    Last edited by JuhaHo; 05-09-2024, 06:45 AM.

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                    • #11
                      The Mass option specifies the total mass of the Active Body, in kilograms. Use this option when you have a rough estimate of the real-world mass of the Active Body. Note that the specified Mass will be automatically divided by the computed volume of the original object to reach the final density – as a consequence, the specified Mass is evenly distributed across the entire object. Ideally, all elements of the original object should have roughly the same Mass. E.g. when simulating a ship, it would be best to remove high-volume, low-mass geometry such as sails and ropes.

                      For the emission from the Active Body - check this video here - https://youtu.be/jBqoPprF-uw?si=drFLVxSKku7n4WnN&t=1883
                      Georgi Zhekov
                      Phoenix Product Manager
                      Chaos

                      Comment


                      • #12
                        I had to jump to another vessel animation on the fly. I think I got nice simulation and rendering settings. However the Phoenix is visible only in my Max workstation, not in my rendering servers. I have identical setup and I see the Phoenix simulated frames on server, however they are not rendering.

                        Solved, It was rendering wrong job of the same project.
                        Last edited by JuhaHo; 16-09-2024, 01:48 AM.

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