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remove splash on grid boundaries

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  • remove splash on grid boundaries

    is there a trick to remove the splashing on the grid boundaries?
    i saw another post with some xyz script tweak, but i'm not sure if this is the case here :

    Click image for larger version

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  • #2
    this is known issue, and was fixed about 2 weeks ago. the reason is that according the splash birth rules, thin sheet of liquid produces splash, but it shouldn't if the liquid sheet is over a geometry
    ______________________________________________
    VRScans developer

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    • #3
      fantastic! off to the nightlies!

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      • #4
        hmm, is there a reason why i'm not getting a license with latest nightly? (phoenixFD_adv_21010_max2014_vray_24_x64_23648 )

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        • #5
          update the license server, it was modified because vray 3.0
          ______________________________________________
          VRScans developer

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          • #6
            we don't have vray3 yet, will it suffice to follow the wibu update routine discussed here ? http://forums.chaosgroup.com/showthr...license+server

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            • #7
              You don't need V-Ray 3.0 in order to run the latest nightlies of Phoenix FD.
              You have to run Phoenix FD license server for the corresponding version.

              Go to Start - All Programs - Chaos Group - Phoenix FD Adv for 3ds Max 2014 for x64 (in your case) - Licensing - Launch Phoenix FD license server.
              Tsvetan Milanov
              Chaos

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              • #8
                ahh, of course, late night thinking on my part

                thanks for the info tsetso, working fine now

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                • #9
                  glad to hear it!
                  Tsvetan Milanov
                  Chaos

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                  • #10
                    i just can't recreate the splashes from the above image with the nightly release. reverted back to official release and it works again
                    it doesn't seem to be the same geometry interaction, any idea what has changed?
                    Last edited by kimgar; 28-09-2013, 09:56 AM.

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                    • #11
                      the splash birth is modified. the most important change is the birth on thin layer liquid over a geometry, the official release produces many splash in such situation, the nightly build does not. i suggested to use the nightly build because i thought exactly this is the problem, isn't it?
                      however the splash produces by the free flying liquid are also changed, in order to bring the simulation and resimulation results closer.
                      ______________________________________________
                      VRScans developer

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                      • #12
                        hmm not sure, the geometry splashing was ok, i was more concerned about the grid border splashing.
                        splash birth is not a problem i can just crank that up, but with the nightly the threshold seem off, even at zero or very low threshold there's still no splashing unless there is huge amounts of turbulence involved.
                        i wonder if this is what caused your phx mapper scene not to produce any splashes here either

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                        • #13
                          that surprises me. there is one trick that may help to adjust the splash, select the simulator, open the listener window, and type $.zmr=6
                          this will export the splash birth potential in the smoke channel. you can measure the values using the preview ranges, set the upper range to 1 and move the lower range in order to see at which value given cell changes its visibility.
                          this trick may be used not only for adjustment, but in the rendering as well, this field may be rendered as white smoke and this will make the liquid to look milky.
                          so, i have no clear image for you situation, would be good if you post here the view of the liquid in the viewport (as mesh with diffuse material)
                          ______________________________________________
                          VRScans developer

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                          • #14
                            interesting! i haven't gotten to try the liquid smoke render yet but it sounds cool!

                            here is a screenshot with the zmr trick, official build to the left and nightly 23654 to the right. exactly same settings. you can see the smoke channel as cyan/red

                            Click image for larger version

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                            • #15
                              ok, let clarify the situation, what you need to be, and what is it actually?
                              i still can't understand where exactly is the problem
                              ______________________________________________
                              VRScans developer

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