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??
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.
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/
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 for this, this helped.
As for the alembic question, dont worry about it, it was more me speaking out loud!!
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??
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’
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.
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??
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??