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Issue with PHXLiquid in simulation

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  • Issue with PHXLiquid in simulation

    I'm fairly new to Phoenix FD and extremely new to the PHXLiquid helper. I have a scene where I want to be pushing water from the motor of a boat into the ocean. (Like the tutorial on the ChoasGroup Youtube page) But it isn't working like the tutorial on the youtube page, so i decided to do a test with just the liquid, and found a problem I can't solve:

    If the object dispensing the liquid is at/near the "top" of the simulation box (Image1 and Image2), it works as expected, with liquid continually flowing and filling the box. But if I move the object dispensing the liquid down away from the edges of the box (Image3 and Image4), it doesn't dispense liquid continually, and even more odd, only "spits" out a little bit of liquid. The farther down the simulation box I move it, the less liquid is sent out from the object.

    I tried this with both a full cylinder, and then just one polygon from the cylinder, and it gives me the same result.

    I'm not sure if I've done something wrong, or if this is a bug. I need an object to push out liquid inside a simulation box, and not near any of the edges of the box, how can I make it work this way?
    Attached Files

  • #2
    Even more strange, I get this blue and white "duplicate" of the liquid when I render it (the red is right one).
    Click image for larger version

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    • #3
      Hey,

      I think this is not an issue with whether you put the object high or low, but the problem is that the resolution of your grid is super low - you should use at least a million, and also your object is very thin - less than one voxel of the grid.

      Generally the rules that ensure everything will be okay are that your geometry is a closed mesh without holes and with normals pointing outwards. Single polygons are generally not ok. The walls of your geometry must be at least one voxel thick in order to be seen by the simulator.

      I hope this helps
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        Regarding your second post - do not un-hide the Phoenix particle groups - these are the nodes named PG [Something] of system [PhoenixFD001]. These are helpers and should remain hidden.
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          Use a cylinder and set the emitter faces to a material ID then set that material ID in the Liquid source
          Adam Trowers

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          • #6
            Thanks all, that seemed to work. Confused me a bit that since it's only using the one poly with the ID but it needed the full cylinder As for the blue part rendering, I didn't unhide anything in that test, and it was still doing it, so I'm still a bit confused why it would sometimes render and sometimes not.

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            • #7
              You might want to grab a latest nightly build just in case
              Svetlin Nikolov, Ex Phoenix team lead

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