Hello,
in my current project, waves are to hit a rocky coast.
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).
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.
in my current project, waves are to hit a rocky coast.
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).
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.
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