Its my 1st attempt and I tried to be close to the concept of the image.
But as you see on the video still needs a lot of corrections.
How can I make the splash more SPLASH! (in the image you have the idea of what I want to achieve)
In the video the corona that is created is too short. And generally speaking the splash is poor compare to the image.
The settings where 1.3 cm grid res. the grid dimensions: 135x102x125
Sub steps: 8
For the Slow motion the time scale went to 0.25 and the sub steps to 2.
The radius of the sphere is 17cm.
Whe I try to resimulate only the foam after a few frames I get the message “Cannot Start the Resimulation - grid dimensions mismatch!”
But I haven’t change anything except some options in the foam section. (amount, rise speed etc.)
This happens after about 10-11 frames after the initial collision with the liquid.
You can increase the “motion velocity effect” of the sphere from the right click > phoenix fd properties menu, Also perhaps putting a slight noise modifier on to the sphere so it isn’t as smooth will break up the water a bit too.
Oh yeah - way higher cell count too, for small details you have to give phoenix enough cells. It’s really quick though so you can definitely go higher without killing yourself with sim times
Oh I didn’t know about the Velocity multiplier. I will try playing with this.
Thanks for this.
And yes the higher the cell count the bigger/complicated the splash.
Also I noticed that higher the resolution produces less bubbles from foam.
In 1.3cm grid resolution I get more bubbles from the collision with the foam set to 2 than with 1.024cm res in the foam set to 4.
Why is that?
And also about the error I got, makes me to not use the resimulation.
So I have to simulate everything from start.
And I thought that it was the way it worked, so I could get used to it.
As for the resimulation, yes I have added the velocity channel.
Because otherwise, if I don’t have it enabled, it shows a message ( I cant remember) from the beginning of the simulation.
So something is wrong, but what?
I have another question though.
I made an even slower slow motion than this.
0.125 timescale.
There, the bubbles (and some parts of the liquid) are flickering a lot.
How can I reduce the flickering?
The higher the grid res the bigger the splash. So I stayed at 1.3 grid res.
and how this can it help with the flickering on the bubbles? Unless this is only to help the flickering on the liquid mesh.
I have to check if I have already checked the “use Liquid particles for Smoothing”
I am using the latest official build 3.01 (if I remember)
no nightlie.
Just wanted to drop in and recommend you the nightlies - you can request access from Support and you’ll be able to check all the latest fixes, improvements and features.
Yes, it would be better if I have access to nightlies.
I want to mention that I reduced the grid size of the simulation from 1.3cm to 0.8cm and the problem stayed the same.
Still a lot of flickering on the mesh and on the bubbles.
If I put the smoothness of the mesh more than 2, I have another issue.
The camera “sees” at the side, to have a more complete view of whats happening outside and inside the water during the splash (you understand what I mean).
because of that if I put more than 2 in the smoothness mesh value, I have a more pronounced refraction under the water so that the ball looks very distorted.
I will put some images later when i return home from my work to see what I mean.
Also when I made the simulation grid smaller (0,8cm) when the ball was inside the water I had some water that “stacked” underneath the ball but look odd.
I will put an image of that as well.
I had the object’s Clear Inside = True
I made a new video.
There as I said to the previous post I put the grid on 0.8cm (from 1.3cm)
I made the smoothness 7 (from 2)
I Put 4 to bounces on bubbles.
The result stayed the same. A lot opf flickering on mesh and on bubbles.
Plus there is distortion under water due to the smoothness. That makes useless the smoothness on situation where you need a clear side view underwater.
I see - are you rendering in Mesh mode? Looks like this is refraction from the side of the liquid near the camera. You could use the Render Cutter geometry to make sure it’s smooth and doesn’t interfere with the view.
Yes I am rendering in mesh mode. Is there any alternative?
And I know that this is refraction from side. (as I already stated in a previous post).
The problem is that makes the objects and bubbles look ugly when underwater and smoothness value over 2.
And the cutter geometry still produces ugly distortion. As will always be water between the object and the camera.
I mean is quite a difference between smoothness 2 and 3.
2 has no distortion at all, and 3 (everything above 3 produces the same ugly distortion) is full of distortion.
So the only option is to put it below 2.
And of course the question remains.
How to remove the flickering of the mesh and bubbles?
An alternative would be to render in Cap mode - it will produce a mesh only for the top part of the liquid. If you don’t want any underwater fog or refraction, this might be the way to go. I have to check the order in which the Cutter and the smoothing is applied - could be that the smoothing follows the cutter and distorts the wall in front of the camera, so the order must be switched.
If this does not help, would it be possible to send the scene or a simplified version of it that still shows the issue to Support, so we can debug it?
I tried Isoline mode. The distortion is gone but the flickering is still there.
I have sent the scene a few days ago. (it has the link to this thread)
I can sent this one as well. Small differences though.
I tried cap mode and the result was ok. But I had some issues that I can’t remember.
So Isoline is better but doesn’t offer any options about particle size for example.
So please help me on the flickering, as I have to do an animation with slow motion objects splashed in the water. And it will be used as an intro for a tv show.
As phoenix fd is for now, I cannot find a way to remove the flickering.
I also asked access (still waiting) for the nightlies in case there is an update on this.