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How to avoid particles getting inside of objects?

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  • #16
    can you send the scene? i just tried simple flip simulator 4x4m and it looks totally different. for smoother surface you have to set the sharpnes to be zero, but even with the default value 0.5 it does not produce your image
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    VRScans developer

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    • #17
      well... I didn't know about the sharpness.... let me try and I will see. what about the wetting problems? is there a way to improve that? Its kind of the major issue I'm having to get convincing simulations of objects coming underwater, you need to have a wetting mapping option like what RealFlow have, They have a voxelization mode too, similar to what you using, I think is called Hybrido, and particles do not get inside of objects, I can get the effect I need.

      I saw an example on the net of a UFO coming underwater and says it was done with the new solver. Do you have any examples with the new solver of something coming underwater that I can look at?

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      • #18
        The new solver is still beta and is under development, so examples will follow after we're completely sure everything is sorted out and won't change on the next day.

        Did you have any success with the Clear Inside option in the right-click Phoenix menu of the object that traps the liquid?
        Svetlin Nikolov, Ex Phoenix team lead

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        • #19
          Not with wetting ON, without wetting, I don't even need the clear inside. The thing is that without the wetting, it just don't look like what I need, it's not even a bit realistic, the object comes out of the water dragging nothing.

          With wetting ON, objects keeps dripping forever, that's why I thing it should be probably considered as a bug, how can drip forever? I mean I did 1000 frames simulatins, just 2 or 3 voxels trapped inside, and the thing drips for the 1000 frames..

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          • #20
            With wetting ON, objects keeps dripping forever, that's why I thing it should be probably considered as a bug, how can drip forever?
            this bug was fixed at some point, but apparently it reappear. try to use forward transfer advection, we will see what is happening
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            VRScans developer

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            • #21
              Originally posted by a0121536 View Post
              The new solver is still beta and is under development, so examples will follow after we're completely sure everything is sorted out and won't change on the next day.

              Did you have any success with the Clear Inside option in the right-click Phoenix menu of the object that traps the liquid?
              Thanks! I understand that, I was just trying to see how you got that result since I'm unable to.

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              • #22
                Originally posted by Ivaylo Katev View Post
                this bug was fixed at some point, but apparently it reappear. try to use forward transfer advection, we will see what is happening
                I'll give it a try. Thanks

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                • #23
                  Originally posted by Ivaylo Katev View Post
                  this bug was fixed at some point, but apparently it reappear. try to use forward transfer advection, we will see what is happening
                  Forward Transfer = absolute craziness.... initial fill up set to 40, a few frames later the whole thing is filled....

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                  • #24
                    this is the result of changing to forward transfer.... it just goes nuts. My box is 3mtsx3mtsx1mts I could go bigger, but when I do boxes that are like 20 or 30 meters, simulation of the liquids with the same settings feels like chocolate,

                    Click image for larger version

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                    • #25
                      yes, never mind. however i can't reproduce the infinite leak of the wet object in a new scene, svetlin said that you sent us a scene, will see it.
                      btw, can you tell us what you are trying to create? can you show some reference video? many times after we have resolved the users problem we discover that the goal was achievable in much easier way if we didn't pursue the technical issue that he had.
                      ______________________________________________
                      VRScans developer

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                      • #26
                        Sure, I will upload a video once I have a chance to render what I calculated last night. Basically it is a logo coming out of the water. Are you saying that if I open a scene that was created with yesterday build into today build it might behave different if I do not reconstruct it from scratch? Can you provide me with a scene that has and object with wetting and is not leaking forever? I want to see how you did it please.

                        One thing I was thinking is to have a copy of the geometry of the logo with the same animation and use it as a source of liquid, so when it comes out of the ocean it can sort of splash like if it was using wetting, and using the maps available on the discharge animate the discharge with a gradient... hope this is possible.

                        Thanks!

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                        • #27
                          here is the video, for now are just tests, the logo will go higher and will probably leave the simulation box, but still some particles are getting stuck to the object even without the wetting effect, which by the way should have a parameter to change how long it last, what I'm trying to achieve is this logo coming out of the water like it is was actually water and the converts to that glass thing. What annoys the life out of me is the bounding box having to settle down, it takes a lot of time of simulation. It would be great if you could start with dead particles filling up the space and staying dead until something disturb them. I was looking at some RealFlow tutorials, and I do not see that kind of behavior with their Hybrido system which is a voxel system too is I'm not mistaken.

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                          • #28
                            so you say you do not have infinite leak with wetting with the latest version, I do.... objects set to inscribe, simply turn ON wetting and the objects will keep emitting particles forever.



                            here is the scene

                            https://www.dropbox.com/s/my386e0sd2...gtest.max?dl=0

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                            • #29
                              on the first example I did, what I rendered, I forgot to turn ON the clear object so supposedly nothing gets inside, but it seems that it depends on the geometry a lot. if you take a look at the MAX file on my dropbox, which I have updated, you can see a sphere that keeps nothing inside dripping, but the cube, what is on top, will never run off and finish to drip, that is why I think is vital that you add an option to each object to set how slippery is for the particles to run off....


                              Thanks\

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                              • #30
                                the infinite emitting is related to the classic advection method.
                                you can see the same scene with forward transfer and flip, there is no infinite emitting.
                                Attached Files
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