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Liquid simulation intersecting into geometry

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  • Liquid simulation intersecting into geometry

    Hello,




    I am relatively new to Phoenix and I am having an issue with simulating liquid pouring into a container.




    Every time I simulate this, I have an issue with the liquid mesh penetrating past the surface of the inside face of the container. The container is set as a solid object with the voxel mode override set to inscribed. I have tried increasing the grid resolution and the steps per frame and nothing seems to resolve this.




    Usually this would not be a big issue, however this container will be transparent plastic when rendered. The container has several ridges on the inside, this is where the issue arises in the render. The ridges in the container create distinct reflections in the plastic, because the liquid is penetrating beyond where it should, these reflections are broken up and it becomes immediately obvious that the liquid is not being contained correctly.




    I have run this simulation with the latest nightlie build and the issue is still there. I want to know if there is any way to resolve this? It’s as though Phoenix is not treating the container as a fully solid object, because of this the simulation result is inaccurate and at the moment unusable.




    Any help with this would be much appreciated!




    Thanks




  • #2
    Hey,

    For this, you need to switch the render mode to Isosurface, select the geometry as a Cutter and check Inverse Cutter (check here for a bit more info: https://docs.chaosgroup.com/display/...ing-Parameters) - this way the liquid will be cut by the geometry at render time cleanly at the intersection with it. If you get gaps between the cut liquid and the glass, decrease the Isosurface Level value.

    Hope this helps, cheers!
    Svetlin Nikolov, Ex Phoenix team lead

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