A man overboard! Un homme à lamer!

My first splash test!

The drops are a little big but overall I think it’s really promising!
https://www.youtube.com/watch?v=whxa6T6dJog?rel=0&showinfo=0&autohide=1

See it in better quality here:

good one :slight_smile:
I think you need more splash ! and maybe the size a little off, no ?

yes agree, if a dude falls overbaord from such a hight, there will be a lot more splash
…unless he falls perfect like a diver from a high diving board:)

but still, looks good so far. Looking forward to your updates on this one!

Yes. more splash and the drops should be more tiny, but I guess the sim time will get huge for tinier drops and more splash. anyway now i got through all the step to get a first result so I willl be able to get it better then. In fact i will need to do a cartoon style (pixar, disney) look for may splash. I was explaining to my client that cartoon style water is nowaday pretty realistic in term of physic and to integrate water into a CG cartoon animation we have to play maybe more with the colors than trying to find a cartoon way of simulating water. Like if you look at the water in Frozen or Cars 2, it loooks very realistic but the lighting and colors make them fit in the cartoon.

if you are relatively familiar with the middle school math, you can calculate the speed of a falling object by the formula velocity=square root of (20*height) , the height is in meters, the velocity is in m/sec

I animated the man using rigid body dynamic with gravity!

hm, that must ensure the needed velocity indeed.
however the splash really looks too small. can you tell us the grid dimensions?

try to scale units in the grid (units scale). It helped me for some examples.

When he enters the water, I animated him manually to simulate the impact with water that stop him a bit. Maybe I stopped him too much in fact.

the man measure 175 cm. I put my system units in cm. the grid is 575x923x138 cm

the stop shouldn’t be a problem, if is after the hit
another possible reason may be the grid resolution, if is too low the splash is not enough. how many cells you have?

I did a quick search and found a decent reference - http://youtu.be/tBrbFyPyxSo?t=24s

yours does look a little too slow. the splash there goes up probably 8 feet. May help if you have the arms out and the body bent differently too - yours seems like it might be arms by the side & feet rigidly together, anyone falling will be spread out all over the place with a much bigger surface area hitting the water.

e: because you stop your guy at the water and he doesn’t go completely under, the water cant rush back in to fill the space he left which is what makes that secondary higher splash that goes straight up.

Thanks for your advices.

I found a good ref here too: https://www.youtube.com/watch?v=7VSpF-U3tlo

I will try another take soon. I will animated the guy so he make some kind of bomb diving.

my grid was 47 millions cel.

47 is pretty enough, it’s not this

Do you have an idea how thick my water layer shoud be. Maybe I have 47 millions cels because my layer is too thick. Should I get a godd splash even with thick layer or do Phoenix need to simulate under the water too to get a realistic splash. I wil do some test.

Also is it possible to get the ocean wave rolling before the splash even if we don’t simulate the grid before the splash? Let’s say I would like to make a shot were we see the ocean for a while then a splash happen at the end of the shot. Do I have to simulate all the shot just to get the ocean waves?

i think one meter water depth is enough for this case.

Ok. I have 138cm with initial fill up at 50. So I have less than a meter. I increased the grid the grid to 65 million cel and I am resimulating with a fatter guy. It should help too. :slight_smile:

the spf may also be important, if the distance traveled by the object is too big for one frame, it just hides below the water without transferring too much energy to the water.
i found the cube scene, look at it
cube.zip (29.2 KB)

Great thank I will take a look at the scene!

what is raylogger.dlr? An internal tool I guess.

yes, it’s an internal tool