Hi!, I have been using Phoenixfd to simulate liquids for a while and I can't be more than happy with all the improves and attention it has received since this feature was released. I use liquids sims most of the times for tv spots, where our clients are all the time after some crazy ideas for liquid behaviour and eye candy shots with really nice liquid sheets and those stuffs.
I know I have asked this before so this is why I'm writing this now on the wishlist
1. I would love to have some options in phoenixfd like those you can find in RF and Houdini to improve liquid quality like sheet preservation/smorganic/sheeter effect. Those option would be so useful for slow motion shots and pretty small detailed splashes. In terms of liquid simulations this is something I'm really missing inside phoenixfd and in my case ths can improve (by far) the quality of the liquids I'm doing for commercials.
2. In terms of a friend that is specialized working with liquids in Houdini "Phoenix is missing right now is some VDB shaping pipeline. So you can control even better the post shaping of your level set". In his words is the implementation of SDF or sign distance field, that let you skin you particles before turning them into mesh, giving you the chance to manipulate your level-set. I'm not sure but I guess this is pretty related also to my first point in terms of meshing more than simulation.
Thats all, I really hope you can take this suggestions into your future to-do list
Cheer!!!
I know I have asked this before so this is why I'm writing this now on the wishlist
1. I would love to have some options in phoenixfd like those you can find in RF and Houdini to improve liquid quality like sheet preservation/smorganic/sheeter effect. Those option would be so useful for slow motion shots and pretty small detailed splashes. In terms of liquid simulations this is something I'm really missing inside phoenixfd and in my case ths can improve (by far) the quality of the liquids I'm doing for commercials.
2. In terms of a friend that is specialized working with liquids in Houdini "Phoenix is missing right now is some VDB shaping pipeline. So you can control even better the post shaping of your level set". In his words is the implementation of SDF or sign distance field, that let you skin you particles before turning them into mesh, giving you the chance to manipulate your level-set. I'm not sure but I guess this is pretty related also to my first point in terms of meshing more than simulation.
Thats all, I really hope you can take this suggestions into your future to-do list
Cheer!!!
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