hey, thanks for the quick reply!
I think we just downloaded the latest Version from the download area for 3DS Max 2013. How do I get access to the nightly builds?
your grid have huge empty space above the sea.
Thats great, and yeah, I actually was afraid about the splashes, thats why I was wasting so much space! So I guess i´ll just simulate a couple of frames without splashes to see how high the grid needs to be above the water level and go from there.
do not use GI when render atmosphere effects, this include splash and foam
So for the right workflow I would just add a Vray Atmospheric Element and exclude the foam/splash objects from GI?
one trouble that may be expected: when the speed or the resolution increases, the classic advection start to form self-arising waves along the movement, in your case they will be placed in the back side of the grid, because in the front side a fresh water is incoming that have no waves, and they grow during the water passes the grid and near to the end may become visible. one tested solution for this problem is to increase the SPF, however this increases the simulation time too. another possible but not tested solution is to switch to FT advection
Yeah, I noticed this effect wehn I simulated a grid with about 70m cells over night, the artifacts became clearly visible.
I´ll try both methods and will report back!
one more tip - do not produce foam directly, use the “foam on hit” option of the splash. be careful with the splash and the foam, they can easily overload the system. the parameters you have to observe:
- their count. the splash must be about 1-3M, the foam must be bigger in count, because it forms the wake. the amount is controlled by the birth rate for the splash, but the foam is more complex. the birth is controlled by the foam on hit parameter of the splash, and the lifespan is controlled by the halflife parameter.
I already noticed the huge amount of foam particles created with the foam emitted separately, so I´ll avoid that.
Is there a way to get the count after simulating a couple of frames, or a formula to calculate the expected count for the Splash / Foam-Particles?
And what about the splash-size? Right now I got it at 0.05m, but that seemed to big, so I put a multiplier of 0.5 in the PHXFoam object.
or would you recommend using the PA-button in the PHX Object? I´m not completely sure I understood how this would work- I would animate the multiplier lets say from 1 to 01. over the course of 2 seconds, as far as I understood.
Sorry for asking so many questions, trying to learn everything from scratch in the middle of a production can be quite stressful..