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  • PhoenixFD Maya Mapper Initial Fill Not Working

    Hey guys,

    Snagged a nightly a few days ago and now I'm unable to pre-fill geometry using the PhoenixFD Mapper technique listed on the Tips n' Tricks page.

    Version 2.25.01
    Build ID: 1608036879

    I have followed the steps three times now and still cannot get a mesh/geometry to be filled in this method. Maybe I'm missing a step? Or something else has changed?
    1. Place simulator and source in the scene
    2. Place PhoenixFD Mapper in the scene (PhoenixFDMapper1).
    3. Set the mapper's Map to a VRay Distance Texture
    4. Set the VRay Distance Texture to White on the inside, Black on the outside, check Inside/Outside Seperate and Inside/Outside Solid checkboxes.
    5. Add the geometry to the VRay Distance Texture's set list (distTexSet1).
    6. Either Hide or add the geo to the exclusion sim list.
    7. Start the sim! annnd nothing happens.


    Sample File here:
    http://www.filedropper.com/initialfilldemoscenev001

  • #2
    there is a faster option in the right click menu, it works for liquids only, but even if you need smoke or fire or something else, better use a source in brush mode than mapper.
    in general the brush mode source does everything that the mapper does, except the velocity initialization, but in much convenient and faster way
    ______________________________________________
    VRScans developer

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    • #3
      This is in Maya, so there's not right click menu there.

      We'll check the file and get back to you.
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        ah yes, i didn't see the title
        ______________________________________________
        VRScans developer

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        • #5
          Thanks for looking into this guys. For now, we're using the alternate method of inject if not solid via Brush.

          There appears to be a hiccup or two based on the documentation vs. what needs to be done to make it truly work.

          Using Brush Mode Source
          1. Create a geometry covering the volume that should be filled with the liquid.
          2. Exclude this geometry from the interaction, by adding it in the simulator's exclude list, or by just hiding it.
            ***There is an issue here, as exclusion causes it to not interact with the sim at all.***
            We found the fix to be as follows:
            1. Add/View the PhoenixFD Node Properties to the source/fill geometry
            2. Uncheck Solid
            3. Check "initial fillup"

          3. Create a liquid source, and select "brush" for the If Not Solid option.
          4. Animate the discharge from 100 to 0 for the first two frames.
          5. Disable the velocity check box of the source helper


          I understand that the documentation hasn't been updated in quite some time. As PhoenixFD for Maya gains or loses features, we're finding the documentation less helpful and more confusing. :/

          I like the texture mapper method as it feels more intuitive and I find it quicker for working in Maya. What are the reasons/advantages for using the Brush method over the Mapper method?

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          • #6
            Ah, that's right - you don't exclude geometry from interaction anymore to make it Non-Solid, unless you really want it to not interact at all.

            The Brush mode is just a shorthand for the mapper - generally most of the thing that the Phoenix source can do are covered by the mapper, but it's an older and more advanced tool that allows finer customization.

            The help will be updated for the upcoming release of version 3.0, the nightlies have really diverged quite a lot since the last official release. You could refer to the 3ds max nightly help documentation for some of the missing info, but not everything is there: https://docs.chaosgroup.com/display/P220N

            Hope this helps!
            Svetlin Nikolov, Ex Phoenix team lead

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