Announcement

Collapse
No announcement yet.

Ocean sim velocity and foam

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Ocean sim velocity and foam

    Is this normal? Velocity changes at the back of a ship-on-ocean sim grid. Notice also a rise in water level at the back of the grid.
    Foam does not exit the grid, even with outside life set to 4.0, assuming this is seconds.
    Below is the foam.
    Click image for larger version

Name:	Foam.JPG
Views:	183
Size:	40.1 KB
ID:	970356
    Below is the velocity preview.
    Click image for larger version

Name:	velocity.JPG
Views:	161
Size:	33.3 KB
ID:	970355
    Foam and velocity
    Click image for larger version

Name:	velocity and foam.JPG
Views:	163
Size:	51.7 KB
ID:	970352
    Click image for larger version

Name:	water 1.JPG
Views:	168
Size:	31.0 KB
ID:	970353
    Notice the elevated water level at the back of the grid like the grid is partly solid.
    I checked to make sure the grid properties "Solid Object" is off, only "Animated Vertices" is active and "Motion Velocity Effect" is 1.0.
    Click image for larger version

Name:	water 2.JPG
Views:	163
Size:	30.8 KB
ID:	970354
    Max 2018 Update 20.0-20.2.0.2345
    V-Ray 3.60.01
    Phoenix FD Version 3.04.01 Nightly, Build ID: 1710077749

    Thanks for any insight.
    Ron Porter
    Mustang, Oklahoma


    Attached Files

  • #2
    Here's a render. Click image for larger version

Name:	image_39137.jpg
Views:	181
Size:	701.7 KB
ID:	970360

    Ron
    Attached Files

    Comment


    • #3
      Hi,

      Is the grid with open or jammed walls? If you want you can send us the scene to check what's going on.
      George Barzinski
      QA Phoenix FD

      Comment


      • #4
        Yes, checked that. Grid is open. New grid created from the nightly toolbar.
        Don't know if it makes a difference, but I run the water sim first, then copy the aur files to another folder then add splashes and foam as a resimulation pass.
        I will send you the scene tonight.
        Thanks,
        Ron

        Comment


        • #5
          Why don't you try to simulate all at once (skip the resimulation part)? Then render the result.
          Last edited by George Barzinski; 09-10-2017, 07:55 AM.
          George Barzinski
          QA Phoenix FD

          Comment


          • #6
            Hi George,
            Really it is about overall project speed and multitasking. I have five slave machines and licenses, all files and models are on a fast shared NAS. I use backburner to put #1 to work on the water, run experiments and make small adjustments quickly until the results are good enough to make the long investment run (takes several days). Then after 500 frames or so I copy the cache to machine #2 and start it to work on the splash and foam resimulation, again running experiments and adjustments until it is good, even while #1 continues to work on the water. Every couple days I copy more sim cache folder to the foam cache folder. Then #3 is set to run final renders from the foam cache with #4 and #5 as render slaves. This leaves my workstation open for modeling. All machines have the same nightly version.
            BTW I am always open to suggestions and ideas on how to make the process run faster, but until we can use the slaves as distributed sim engines, this seems to be my best configuration so far.
            Ron

            Comment


            • #7
              Here is the sim file.
              Ron
              Sim55.zip

              Comment


              • #8
                I understand Ron. Thanks for the scene. I'll tell you what's going on ASAP.
                George Barzinski
                QA Phoenix FD

                Comment


                • #9
                  Ok, the first problem with the foam is solved - the particle Age channel must be exported in order for Outside life option to take effect. Also, the Outside life parameter is in seconds and it's counting from the moment foam is born. So, for the test, I put it to 40.
                  George Barzinski
                  QA Phoenix FD

                  Comment


                  • #10
                    Thanks George!
                    Could we get that turned on in the toolbar preset?





                    Comment


                    • #11
                      No problem and yes, we can. Thanks for the suggestion.
                      George Barzinski
                      QA Phoenix FD

                      Comment


                      • #12
                        Greetings!

                        Update.. I thought you might like to see this.

                        Here are some screen shots of the foam at the back of the grid at frame 700.

                        Grid size 55.6 Million. SPF 4. Water sim aur cache file size 37MB. Aur file size 380MB after foam resim. Foam sim time this frame 12 minutes. Backup frame size 677MB.

                        The grid is large enough to allow most of the surface wake action to dissipate, but has a bulge at the back side which seems to be related to the velocity backup shown in my previous posts.

                        Below with cap mesh. The foam is flying up in an arc then falling back to the ocean level.
                        Click image for larger version  Name:	wake1.JPG Views:	1 Size:	135.3 KB ID:	971141
                        Next is with a vray plane at zero elevation to help perspective. Cap mesh render, displacement off.
                        Click image for larger version  Name:	wake2.JPG Views:	1 Size:	80.9 KB ID:	971142
                        Now with ocean mesh and displacement off. Foam is flying off the water.
                        Click image for larger version  Name:	wake3.JPG Views:	1 Size:	97.3 KB ID:	971143
                        Finally with displacement on. Ocean surface is blended with the grid surface,
                        Foam is well above the surface behind the grid until it falls back to the ocean, and just forward of the grid back wall some foam disappears below the displaced surface.
                        Click image for larger version  Name:	wake4.JPG Views:	1 Size:	183.8 KB ID:	971144

                        For still shots, I might get away with this with a different camera angle. Problem is that the bulge travels with the grid and follows the ship around. Looks odd with animation.
                        I have tried running the sim with a larger grid, but the velocity bulge is still there.
                        Suggestions?

                        Thanks for your time,
                        Ron Porter

                        Last edited by rporter8555; 16-10-2017, 05:17 AM.

                        Comment


                        • #13
                          I hope in a couple of days I'll be able to check it and see what the problem is...
                          Svetlin Nikolov, Ex Phoenix team lead

                          Comment


                          • #14
                            With all the foam channels exported during the water simulation phase, I can resim the foam in a second pass and it has outside life, as expected.
                            Frames 312, 370 and 755 attached below. My ship is still in construction.
                            Click image for larger version

Name:	a0312.jpg
Views:	156
Size:	863.3 KB
ID:	971726Click image for larger version

Name:	a0370.jpg
Views:	156
Size:	862.7 KB
ID:	971727Click image for larger version

Name:	a0755.jpg
Views:	160
Size:	846.4 KB
ID:	971729
                            The bulge at the back of the grid seems to have an effect on the wake foam as seen in the video at the attached link.
                            http://www.portergraphics.us/LUCE/SH...10-20-2017.MP4

                            Here is the sim file. 3.04.02 Nightly Build ID: 1710127760 Max 2018/V-Ray 3.60.01
                            Sim57.zip

                            Any suggestions?
                            Thanks,
                            Ron

                            Comment


                            • #15
                              I'm on it. As a workaround, the only thing I can think of right now is to make the container longer so the particles don't have to exit it...

                              Will keep you posted.
                              Svetlin Nikolov, Ex Phoenix team lead

                              Comment

                              Working...
                              X