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  • ocean waves collision artifacts

    Hello,

    in my current project, waves are to hit a rocky coast.
    Click image for larger version

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    Since the camera is quite close to the waves, I had to scale the scene down (system Unit Scale is 10 centimeters). Otherwise, I would have to adjust the grid resolution extremely high to get a corresponding detail size of the liquid.
    If there's a better way to deal with such situations, I'd be glad to hear of it.

    The waves are generated with wave force (multiplier 6). The corresponding oceantexture has a wave height of 2.5 and wind speed of 750cm.
    Displacement is set very low because it influences the shape of the way in a non desired way. So I have to make a 2nd sim for the adjacent ocean and can hopefully fix that issue in post.

    All collision objects are closed meshes.

    After several tests, I could achieve somewhat acceptable results.
    In order to achieve better collision behaviour, I increased SPF and grid resolution (see screenshot).
    Click image for larger version

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    Unfortunately in all subsequent simulations I'm encoutering some (new) issues which can be seen here.

    Do you have any advice on how get rid of these nasty artifacts or how to best implement such a project?

    Also, is there a way to get Phoenix to interact with proxy objects?

    Version: 3.02.01 Nightly Build ID: 1702017186

    Thanks.
    Last edited by Fragster; 21-03-2017, 05:33 AM.
    http://www.px-group.de/
    https://vimeo.com/marckbusch

  • #2
    Quick update, as I already figured, the liquid is pushed (clip 00:10) by the displacement.
    I created geometry for volume fadeout but have not yet managed to adjust the fade volume so that it fits my needs.
    Displacement is therefore initially deactivated to avoid unwanted movement on the stone surface.
    http://www.px-group.de/
    https://vimeo.com/marckbusch

    Comment


    • #3
      Hey,

      This looks like and effect of the Displacement Fadeout - if you have it set as by default to use the level of the liquid, you could set the level parameter to something more than the default 20 - 100 or more. This should get rid of the spikes you see. However, it would be best to try the same setup with 3.03 - we did a lot of changes and fixes to the way the fadeout volume works, so this might help. What are the issues you have with it?

      Cheers!
      Svetlin Nikolov, Ex Phoenix team lead

      Comment


      • #4
        Hey, thanks for your reply.
        atm I'm busy with further tests with the latest nightly, will let you know if that does the trick.
        http://www.px-group.de/
        https://vimeo.com/marckbusch

        Comment


        • #5
          So, I have tested different settings of the Fade Volume option for the ocean displacement.
          In my case, the best result was achieved by creating geometry for the collision objects (rocks) and decreasing the Volume Fadeout.

          Here is a comparison video.
          It's a trade between preservation of detail and precise collision.

          However, there are no more spiky issues to be detected.
          Last edited by Fragster; 28-03-2017, 05:04 AM.
          http://www.px-group.de/
          https://vimeo.com/marckbusch

          Comment


          • #6
            Nice! Combining displacement with obstacles is the main purpose of the fadeout near a geometry. I think the spikes can appear due to the fadeout by level - I've had them in my test scenes too, but not sure to effectively guard against them so they can never happen, without the need to know what parameter you must adjust...
            Svetlin Nikolov, Ex Phoenix team lead

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