perhaps i have some good news, one coworker just noticed a part in the code that is wrong and will lead to exactly similar issue like the floating foam, try to download new build tomorrow.
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ok thanks for the info... i will download it tomorrow or later... ah ok, i didn't know that there are only this few restore frames to avoid to big frames. another question i have about the behaviour of the splashes is. in the helpfile is written that the liquid like parameter ist the same as the b2b parameter? i tried different numbers 3... 100. what i use now... do i have to avoid big numbers and when can i be sure the splashes act like liquid? the same behaviour the underling mesh has? with 100 they show up at the edges of the mesh. what would you suggest to take for good behaviour?Pixelschmiede GmbH
www.pixelschmiede.ch
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well, this is a bit confusing, both the parameters have the same internal processing , but the liquid like is used multiplied by 1000, because the b2b value of the foam, that was introduced first, demonstrated that using values with many zeroes seems to be problematic. so we decided to make the corresponding value of the liquid to be small, the good values are about 2-3
my suggestion is to test all these parameters in small scenes, and when you have good results to transfer the values to the production scene, because you always have to try multiple simulations before reaching good results.______________________________________________
VRScans developer
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good morning, i undestand know the whole splashes thing. good to now that the liquid like effect is multiplied by 1000. i was a bit confused with this different numbers. maybe it's a good idea to do the same numbers for b2b and liquid like. i as a user also try to help you. for a next project i test it in a small scene, but for now i stay in this big one. in the end i save a preset wich i can take for a next try.Pixelschmiede GmbH
www.pixelschmiede.ch
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it would be really hard to achieve this image. perhaps the simulation will be not too hard, just pure foam emitter with no liquid at all, the rendering is the really interesting part. i find the idea fascinating, will try to do it______________________________________________
VRScans developer
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yes indeed it would be hard... i once tried to do a pure foam emitter but can't create it without liquid or the mesh. can you tell me how to do that? or ist there a tutorial? can i also do a pure splash emitter?Pixelschmiede GmbH
www.pixelschmiede.ch
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wich source do i have to take the PHXSource or the PHXLiquid? there i have to enable the particles...right? then take the type...foam? and in the grid i have to enable foam that's all? when i do that it doesn't work, it emits smoke and doesn't render the foam??? can you please give me a step by step explenation. we have to use it for a project and don't now how to do it. thank you in advancePixelschmiede GmbH
www.pixelschmiede.ch
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1. create simulator
2. enable the liquid simulation
3. enable the foam simulation
4. set the foam birth rate to be 0
5. create an universal source, this with the barrel icon and some geometry that will emit the particles
6. disable temperature and smoke channels which are enabled by default
7. enable the particle channel
8. set the particle type to be foam
9. if you need the foam to behave like water (for fountains) set the falling speed to be high, for example 20 m/sec
this is all. you have to tweak the foam b2b, the default value 3000 is good for beer simulations (this was the first application of the foam), but is too high for fountains, try with 200-1000
btw my attempt to create foam based fountain was not quite successful. the fountain was good locking, but not like the one in the image. it was just like normal fountain.______________________________________________
VRScans developer
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hi there, yes now it works with the foam, thank you for your description and patience.Pixelschmiede GmbH
www.pixelschmiede.ch
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Originally posted by wxyz View PostCan't get this to work, can you post an example?Attached Files______________________________________________
VRScans developer
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