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  • Wetting without wetting? ^^

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    I'm a bit lost with the new UI in the nighlies. Which setting are needed to prevent mesh collision on the edges of the container? I've got outside life on the particles, and it mostly works, but on the one side, they (majority but not all) seem to stop at the container boarder. I cant see any mesh generated on that boarder, but I guess they're still in there somewhere within the simulation?

    The trail of particles behind the boat works perfectly though, so my guess is that its the mesh that are stopping there, like as if there is a wetting system on even though I've not set that feature on.

    Is it the "consume liquid"?
    Last edited by oophus; 16-10-2015, 04:11 AM.

  • #2
    I assume you have set the boundaries to open?
    Adam Trowers

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    • #3
      Originally posted by flipbook View Post
      I assume you have set the boundaries to open?
      Yep. The boundaries are open. And the particles work normally behind the boat, its only on the one side that are weird.

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      • #4
        you mean, you need the wetting particles that are left outside the grid?
        to be honest, this situation is not considered and by default the particles are deleted. perhaps unlimited existence outside the grid is better, or a checkbox that allows it. for now i will set unlimited life outside the box, because the wetting particles are disappearing because the drying.
        ______________________________________________
        VRScans developer

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        • #5
          Originally posted by Ivaylo Katev View Post
          you mean, you need the wetting particles that are left outside the grid?
          to be honest, this situation is not considered and by default the particles are deleted. perhaps unlimited existence outside the grid is better, or a checkbox that allows it. for now i will set unlimited life outside the box, because the wetting particles are disappearing because the drying.
          No, its an ocean sim so there is no need for a wetting feature unless I was gonna use that against the hull of the boat. But on the first image, I have made a few arrows that points to particles that seam to "stick" to the grid borders as if the wetting system was turned on. The particles do exist outside the container, but mostly on the one side which is behind the boat. On the sides and upwards, they get cut off and deleted it looks like, or they stick to the container, unless I will see something different at render time later.

          For now I will cheat with camera angles to hide this, but it would be helpfull to understand why this happens.

          Boundary conditions are on "open". And I have outside life turned up on both splashes and foam.

          Here are a few more images to illustrate whats happening:
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          Last edited by oophus; 16-10-2015, 05:25 AM.

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          • #6
            one image worth thousand words
            i see now, the particles do not leave the grid , 100% our fold, not a question of settings
            ______________________________________________
            VRScans developer

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            • #7
              Originally posted by Ivaylo Katev View Post
              one image worth thousand words
              i see now, the particles do not leave the grid , 100% our fold, not a question of settings
              Ahh, ok. Any estimate for when this will be fixed?
              Also, how is it going with the backup interval flicker bug? This sim is done without it, so if I cant cheat it with camera angles during render time, I have to resim, and thats another 30 hours. Having the backup interval functioning would at lest let me sim the first part with only the boat which seams to work ok, and then focus on the part where the containers are falling over board.

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              • #8
                well, this bug is on the table, it's not the foam , it's the mist. hopefully will be fixed until the end of the day, if not you can just not use it, actually the only difference between splash and mist is the lack of chaining
                ______________________________________________
                VRScans developer

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                • #9
                  Originally posted by Ivaylo Katev View Post
                  well, this bug is on the table, it's not the foam , it's the mist. hopefully will be fixed until the end of the day, if not you can just not use it, actually the only difference between splash and mist is the lack of chaining
                  I am rendering another scene atm so I cant open and check, but I'm pretty sure I didn't use mist in that calculation. As in turning the split rate down to zero?

                  I wont be working on that scene until tomorrow anyway, so if you got a solution until then that would be sweet.

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                  • #10
                    the mist is enabled by default, actually it's the split rate of the splash.
                    well, here is the solution, it's very simple. set the mist drag to be 1, the default value is 30. this is very big value and the particles are falling very slowly. of course this is not quite normal behavior, because in the grid they must fall with the similar speed.
                    ______________________________________________
                    VRScans developer

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