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Large scale swell with wave force being weird

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  • Large scale swell with wave force being weird

    Heya Folks!

    I'm trying to replicate some shots I did previous in naiad using large scale guided sims. I've got a grid thats 600m x 600m x 120m and a cell size of 3m to keep it quick. It's being driven by the wave force with an ocean tex and I'm getting a few oddities with it. There's some reflection happening from the edges of the sim box and also some lowered areas - seems a bit like it's being blended out to allow the infinite ocean stuff? I've had to up the velocity of the waves and the wave heigh to try and get some of the appropriate movement but it's possibly forcing the solver into positions where it collapses - any thoughts on where to start for a shot like this? Ideally it'd be something like a 50 metre long ship rolling over waves.

    Click image for larger version

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    And the max scene - Storm_swell_001.zip

    Here's a wee render showing the result:

    https://drive.google.com/open?id=0B_...kNsa0w3TnZKLU0

    Cheers!

  • #2
    Let's say that this is the example of what I'm aiming for - https://vimeo.com/92284627

    Would it be worth having a mode where there's no edge damping on the sim too for shots that are so close that they won't need to be extended into the infinite ocean? Think of a shot of the bough of a boat crashing through a single wave up close!

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    • #3
      Yup, will have to look at this - the wave force definitely reflects from open walls, so we need to get this fixed...
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        All good - phoenix is so damn handy compared to my previous workflow. This is a very specific setup and it'll be amazing to have it in max!

        Just on another note to that, There's always a bit of chicken and egg with these shots of animating the boat that gets thrown around by the waves. If this had worked I'd have done a very low res sim to get some kind of surface preview and animated a boat to react to that - I haven't tried anything like putting the ocean tex into a normal displace modifier yet but do you think there's a method to get a vague approximation of what the wave force is doing before the sim starts so you can choose a section of the wave motion that you like and have something as a reference to animate with?

        Thanks again Svetlin, really enjoying the development process of phoenix!

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