Gap between object and liquid?

Hi,

I’m in the process of simulating a box coming out of liquid, i have some interesting effects going on but one problem i cant seem to fix, is as the box comes out of the water there is a gap between the box and the liquid.

The liquid has an edge to it where you would expect the box to be but instead theres a gap, see picture attached:

I dont want to push the steps per frame up anymore as this starts to make the liquid splash have more trails of liquid rather than splashy bits if this makes sense??

Any ideas to get rid of the gap??

Thanks

try to enable the wetting and to use the sticky option of the wetmap

Yes, I could only suggest raising the Steps per frame right now.

In Phoenix for Maya there is the option to choose whether the scene obstacles are evaluated at the beginning or at the end of the frame time - I have to see if we could have this for 3ds max as well - this is also part of the reason why the liquid doesn’t follow the object strictly.

Cheers!

Thanks for your replies, i am using Maya 2016 so will have a look at this option, i take it this is the Maya fields option with per cycle, per frame etc??

I have wetting turned on, where is the sticky option? Is this the drying time/

Cheers

didn’t notice that you are using the old version, there is no sticky option in 2.0
there is another possibility, if i remember correctly, if you select the body in a source helper and disable all the channels except the velocity, you can make the liquid influence stronger increasing the velocity multiplier, this may help, but i can’t guarantee that it will work

Thanks, yes had to go back to an older version as the latest nightly was buggy!!

I will give this ago thanks. One more question to ask..after my splash has happened i need to be able to make the surface of the liquid go flat, but obviously with the splash the liquid will carry on rippling for quite awhile until it rests, can i cheat this is to happen sooner??

Intial if i cant do in Phoenix i was just going to alembic cache it out and do a blend shape so i have control but thought id ask??

Thanks

Hey - if you are using Phoenix for Maya, try the ‘Forward Simulation’ option in the Simulation panel - this is the one I was talking about.

For the flat surface, try with more Steps per Frame.

Can you elaborate more on the Alembic question?

Thanks!

Thanks for this, this helped.
As for the alembic question, dont worry about it, it was more me speaking out loud!! :slight_smile:
I have one more question, for this sim i have an open boundary grid and when the box comes out of the water, the ripples from this ripple away but after a bit im getting some ripples coming back into shot from the edges of the grid as if the water is colliding with it.
Is there any way to not have this??

Cheers

Hey, I’m afraid the answer would be more Steps per Frame for this one.

Ah ok, can i animate the steps up after the splash will this work??

Also, can i add splashes and foam after iv simulated the liquid?? I cant seem to work as a resim??

Animating the steps should work, especially if you do it gradually, because they are integers and a sudden increase may cause visible effects.

The resimulation of liquids in Maya might still not work if you are using the latest nightly available. It will be in for the official 3.0 for Maya.

Cheers!

Hey,

Thanks for this it seemed to help, one other issue is that when i simulated the mesh i had the splashes tab turned on and can see the splashes in the view port.
At render stage, i used the phoneixFd Foam shader and connected my simulator to it, but when i render i get this error:
Warning: V-Ray : PhoenixFD: Foam without input particles detected - ‘PhoenixFDFoam1’

Why would this be when i have connected??

Cheers

Hmm, how does your Foam Shader object set look? You will get this warning if you have not connected an object set to the foam shader at all, or if the object set is empty.

.. or if it’s not a set of objects.

Thanks for this, i have another question?
Im trying to alembic cache out the liquid sim in maya, so another artist can use as a mesh.
I’m taking the PhoneixFdSimulatorMesh and plugging the Out Mesh into the In Mesh of a polySurfaceShape so to get a separate mesh connected/reading Phoneix, then im trying to Alembic this but as soon as it starts Maya just bombs and disappears!!

Is this the right way to do or is there another way??

Cheers

We have to try this out and see if can reproduce the problem on our end. Will get back to you when we have something…

Hello,

We have reproduced the issue and this will be fixed for the next official release. Currently this is the right way of doing this.

In the future we will add proper export for Alembic files.

Thank you,

Thats great, glad i can help to find little bugs so you can fix, but during a project its not too helpful as an op, can i ask when will the next official release be??

Cheers

Unfortunately I can’t tell for sure, but it should be soon.

If you have access to Maya 2016 - it seems to be working in there.

All my issues i have had have been in 2016??