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Ocean Simulation Wave Resonance Problem

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  • #31
    The last version I have it's the night built from 23/02, I will install the lastest and retest.

    I won't share the whole scene cause of commercial reason, if you give me and email I will send it direct to you.


    let me know.

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    • #32
      Yup, it's svetlin.nikolov@chaosgroup.com.

      Thanks and I hope we can solve it in time..
      Svetlin Nikolov, Ex Phoenix team lead

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      • #33
        We transfert sended.

        Hope you can tell me what's wrong.

        By the way I installed the lastest nightlies and started a new simulation

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        • #34
          Got it - you should reduce the B2B interaction of the foam - you are using 200 that would greatly slow down the simulation and unless you really need it, you should either set it to 0, or some very low value.
          Svetlin Nikolov, Ex Phoenix team lead

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          • #35
            ok thanks!!

            That value was set at 200 as it was suggested on the3 tutorial, but I assume that I don't need it.

            I will restart the simulation now and let you know as soon as possible.

            Thanks again for the great support.

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            • #36
              Ah, is it the Ship tutorial for version 2.2? In older Phoenix versions the B2B could take some very high values, but now 200 is moderate strength and 500+ is very strong beer-like B2B force.

              Hope it runs fine now
              Svetlin Nikolov, Ex Phoenix team lead

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              • #37
                Yes I started one year ago with parameter based on the 2.2 tutorial, that's probably why now isn't working.

                right know I'm testing it on the latest nightlies 03/03/17 with value set at 0, and all the other parameters as you saw on the .max file, hope it will work fine.

                I let you know the progress

                thanks

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                • #38
                  Hi All,
                  I have done another simulation with all the new parameters,it work better, defenetly a step forward.

                  I have to improve other small details.

                  1) I would like to obtain a better enlargment of spalshes that as been created on the aft of the boat, probably on the way the move forward from the place where they are generated.

                  2) rendering the ocean surface with a calm sea, (low wind and low wave height) as like in the picture attached i can see very clearlly the simulation boxes and the movement of the liquid that create an unreal result into rendering, difficult to delete in post production.

                  is there a way to fix this think in rendering parameters or is that something to solve on the program?

                  Click image for larger version

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                  • #39
                    Hey,

                    You can force a stronger effect of the boat on the liquid from the Phoenix right-click properties -> motion velocity effect. I hope this will help you achieve the result you are looking for.

                    Regarding the artifacts to the sides - seems like you need to simulate again with a wider grid.

                    Hope this helps
                    Svetlin Nikolov, Ex Phoenix team lead

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                    • #40
                      Hi,
                      I did again 3 simulation with different wide for the grid, but in all them the artifacts are clear.

                      I post you one of the last test I did, cause I have other question about it.

                      Click image for larger version

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                      1_ with the newest version on the aft, where it's supposed to be the engine propulsion, I see it non simmetric, foam and wave are mostly on the right side and there's a lack on the left one. why?

                      2_ I would like to obtain lot more variation into the pattern bubble, which could be a good set in variation Up and down?

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                      • #41
                        Are you sure that you don't have adaptive grid or animated grid size for the test where the artifacts appear? if not, would it be possible to send that scene over to Support so we can debug it?

                        Regarding the asymmetry, the same questions about the adaptive or animated grid apply, as well as - is your boat aligned with the grid direction and does it move around the grid, or is it firmly attached to it?

                        Not sure about the variation question though - can you elaborate more on this?
                        Svetlin Nikolov, Ex Phoenix team lead

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                        • #42
                          I sent you and email with the last max file.

                          to answer at your question I can tell you that I have no adaptive grid neither size animation, the boat it's aligned with the grid, moving on the X axis with the boat firmly sticked to it.


                          the variation I was talking before it's concerning the bubble size dimension that appear into the pattern, I would like to obtain a bigger size variation, from vary big to smaller bubble, on which parameter do I have to work?



                          thanks again for the support,
                          cheers

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                          • #43
                            Hey, thanks,

                            I hope I'll be able to get to it in a few days.

                            Cheers!
                            Svetlin Nikolov, Ex Phoenix team lead

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                            • #44
                              I Svetlin,
                              have you had the time to see the file and to solve the issue? I'm still doing fiew test, but Unsimmetry it's still present, and it make the boat navigation weird.
                              Same as the problem of artifact on the ocean surface in rendering.

                              Let me know something.

                              Thanks

                              Comment


                              • #45
                                Negative, I can barely do any coding lately. I will forward it to our QAs so we can log it in the bug base.

                                Thanks!
                                Svetlin Nikolov, Ex Phoenix team lead

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