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Hey, I think I got something that looks related - if I create an ocean preset with a sphere, if I have Solid and Clear Inside, it should have the liquid voxels from its volume removed, however only the voxels at the borders are cleared. It still correctly pushes the liquid with and without Clear Inside though. Can you send me the scene you are testing with because it doesn't sound like the same thing?
Thanks!
Hi Svetlin, I sent a scene to support. ticket:124-614-836
thanks!
I should start a new topic now, but I just wanted to share the result so far. I'm quite happy with the foam at bow, but foam at stern looks odd. Off course, there is also the fact that hull should be empty from liquid.
While waiting for a response from support, I did a new sim by adding initial foam creation. Up to know it was only foam on hit.
I had no time to render out a part of this new sim, but I think it resolves the issue with the foam at stern. I'll do some sequence renders asap...
Here is the latest test. I lost again the foam at stern
Difficult to say what causes this because I made 3 or 4 changes (reducing cell size to speed up, changing ship speed, changing some foam attributes, reducing foam amount from 1 to 0.5).
I will sim again with the exact same scene but with foam amount 1
Ah yes, it really is difficult to tell which of the changes caused the difference - all of these factors could be the reason. Btw, in order to speed up the iteration process you could reduce the grid size without changing the resolution because that would surely change the number and behavior of the secondary particles. You could shrink the simulator so it covers only the left or the right side of the ship, in case you know the wake would be symmetric. When you are finished adjusting, you could go back to the full simulator size.
The Clear Inside fix would be there for tomorrow's nightlies Now you should be able to set Solid + Clear Inside and remove the liquid voxels that the Fillup for Ocean option creates. Btw, I noticed there are two ship hulls overlapping in the scene - is this intentional?
Ah yes, it really is difficult to tell which of the changes caused the difference - all of these factors could be the reason. Btw, in order to speed up the iteration process you could reduce the grid size without changing the resolution because that would surely change the number and behavior of the secondary particles. You could shrink the simulator so it covers only the left or the right side of the ship, in case you know the wake would be symmetric. When you are finished adjusting, you could go back to the full simulator size.
The Clear Inside fix would be there for tomorrow's nightlies Now you should be able to set Solid + Clear Inside and remove the liquid voxels that the Fillup for Ocean option creates. Btw, I noticed there are two ship hulls overlapping in the scene - is this intentional?
Cheers!
Hi, Thanks for the input. Yes, I'm already doing tests with smaller grids (same resolution) to speed up the testing, but I'm only showing full "Hull" tests here. I decided to reduce the cell size because I thought that it would maybe be enough to have less... let's see.
Good news for the Solid+clear inside Fix. I will ask for nightlies access. .. aaand, yes, I had two overlapping geometries because it worked with 3.05 with this "cheat", but not anymore with with 3.10. I left it intentionally in the scene I sent you , to see what you would say
The clear inside works somewhat, but the liquid is still going inside (quite much) the object. Did you test it with my scene ?
Also, is it because the cells are not small enough ? In my latest test I have cell size 7. (I tested with build from Feb 26 / Maya 2018.2)
EDIT: Sorry, disregard liquid going inside mesh. I mixed up cache files :/
It works rather nicely. Here is my latest sim (detail reduction at 1). I added propellers and the propeller cap is a PHXsource. What do you think ?
What should I do if I want the foam generated by the propellers to be more like the foam on the sides? I think there should be some extra "noise" at stern.
Looking pretty nice! Indeed, the foam seems to calm compared to the sides - you can approach this in various ways - increase the source strength or boost the source noise or map the discharge by a texture ... or break up the emitter geometry into a more irregular shape.
Looking pretty nice! Indeed, the foam seems to calm compared to the sides - you can approach this in various ways - increase the source strength or boost the source noise or map the discharge by a texture ... or break up the emitter geometry into a more irregular shape.
I tried everything (well, many things) with the "real" propellers, to get nice foam creation. I works definitely better by adding simply two cubes connected to the source with a good discharge and some noise.
I'm doing a last test with a small grid, then I will do the full sim again.
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