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Simulate liquid over sphere - How get rid of grid artefact ??

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  • #16
    Hi Ivaylo,

    actually I just donwload the lastest nightly build 1510226368 and I have redo my test with this version.

    The first problem in my last post seems to be gone, however like you can see in the picture below there is another "splash" created randomly now along the simulation and not specifically at the exit of the Source.

    Click image for larger version

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    And the other problem, that the liquid seem to be round at the edge is not resolve like you can see below. I use 2 000 000 of cells, it's not HD but do I need to increase the resolution to get a nice edge where the liquid come into contact with the ground ?

    Click image for larger version

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    Thanks
    Last edited by alexish657; 22-10-2015, 10:18 AM.

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    • #17
      Little question... when I updated to the newest build of pheonix, I was keeping my old simulator that I created in the older version.

      I start to do test with a blank scene and it seems that in the lastest build, there is some rollout menus that don't exist anymore. I don't have the method menu anymore, do this mean that the liquid simulation is now in FLIP method ? So do I need to re-created my simulation set-up with the newest build to get rid of my bugs ?

      Thanks.
      Last edited by alexish657; 22-10-2015, 10:50 AM.

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      • #18
        I'd rather wait for tomorrows nightly
        I just can't seem to trust myself
        So what chance does that leave, for anyone else?
        ---------------------------------------------------------
        CG Artist

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        • #19
          why ?

          I need 10 character to post so there it is ...

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          • #20
            Well, can you see liquids mesh in viewport, when creating sim from scratch ?
            I just can't seem to trust myself
            So what chance does that leave, for anyone else?
            ---------------------------------------------------------
            CG Artist

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            • #21
              Actually yes .. ?

              It's seem to have again some artefacts like you can see on the left side of the simulation, but the aspect of the liquid seem to be improved in this version.

              Click image for larger version

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              • #22
                Oh. Good to know. I can't.
                I just can't seem to trust myself
                So what chance does that leave, for anyone else?
                ---------------------------------------------------------
                CG Artist

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                • #23
                  the isosurface level issue was fixed few days ago, now you can see the mesh without magic words.
                  ______________________________________________
                  VRScans developer

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                  • #24
                    Originally posted by alexish657 View Post
                    Little question... when I updated to the newest build of pheonix, I was keeping my old simulator that I created in the older version.

                    I start to do test with a blank scene and it seems that in the lastest build, there is some rollout menus that don't exist anymore. I don't have the method menu anymore, do this mean that the liquid simulation is now in FLIP method ? So do I need to re-created my simulation set-up with the newest build to get rid of my bugs ?

                    Thanks.
                    few weeks ago we separated the liquid simulator from the general purpose simulator, because there are too many parameters that are not shared and are confusing the users.
                    now the entire liquid control is moved to the dynamics rollout. btw, instead posting screenshots of the user interface, you can attach a file with the settings exported by the simulator preset button, or grabbed from the parameter log folder of the simulator.
                    but the reason for the flying particles may be not in the settings, similar issue were reported about month ago by another user (flipbook) and were fixed, the reason is perhaps in the core. i suggest directly to investigate your scene export it in 2014 format, because it's better for me, and send it to the support with description that is for me
                    ______________________________________________
                    VRScans developer

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                    • #25
                      Hi,

                      I recreate all my simulation in my river scene and it's much better with the new version ! The aspect of the liquid is much better ! The bug that I got with the splash is gone too.

                      Good job guys !

                      I will keep you updated with the development of the scene.

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                      • #26
                        glad to hear this, but if the problematic simulation was made with the latest build i still want to investigate it, if is not a problem, send it to the support
                        ______________________________________________
                        VRScans developer

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                        • #27
                          Hi,

                          no the problem was created with a old Build.


                          I got however a new question. In my situation, I'm using the liquid only in my simulation. However, I control the mix of water and blood material with the combination of the RGB channel and the Fire and Smoke option menu in the rendering. With the new build, this menu disappear. Where can I found it ?

                          Click image for larger version

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                          Thanks

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                          • #28
                            Hey,

                            You have to use the fire/smoke simulator for shading the blood - the atmospheric settings have moved there. I think we have to hide the Atmospheric render mode from the liquid sim too.
                            Svetlin Nikolov, Ex Phoenix team lead

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                            • #29
                              as i remember, your solution requires second simulator to render the blood, set to be colored smoke, using the liquid as cutter. this second simulator must be fire/smoke simulator, not liquid
                              ______________________________________________
                              VRScans developer

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