How do I get rid of this difference in sea level ? (newbie question)

I cannot work out how to remove this difference in sea level - my container has 42 as the Initial Fill Up and that is the same figure as the Ocean Level.

No matter what I try, I get a change in levels outside and inside the container ??

The only way I can see to fix this (with my limited knowledge) is to make the container very large (which defeats the object no ?) ??

In case anyone else struggles with this, the answer is you *don’t* set the Ocean Level (i.e. what is *outside* the container* to the same value as the Initial Fill-Up (what is inside the container) - I’m pretty sure this is contrary to what was said in the CG Ship Tutorial on YouTube or rather it was suggested in the tutorial to set these to the same value with no further reference to decreasing the Ocean Level accordingly later on.

I know this is obvious now :slight_smile: but as a novice, it wasn’t…

Nope, if these two should be set to equal values, there won’t be any point in having separate params. This is often discussed in the forums, but in short - the simulation controlled by the Initial Fillup option can subside or rise depending on a large variety of factors which cannot be foreseen, so the Ocean Level rendering parameter can be used after the sim, at render time, to match the ocean level to the level in the container :slight_smile:

In the tutorial he sets them the same value - later on this is not corrected, yet the final animation shows the inner and outer levels to be the same - this was what confused me - but as I mentioned in answer to my own question, I found out that the solution is to adjust the Ocean Level at render time so that both levels line up :slight_smile:

Is there any way I can submit my scene to Chaos, because now, I don’t even get Bow waves at all - and this is getting frustrating !

Don’t worry, just search the forums and docs.chaosgroup.com - all the answers to your questions so far are already there :slight_smile: Is the ship geometry the same as from the screenshot above? If so, make sure the entire geometry is closed, or shell it - open geometry would not work well with Phoenix. Also, would it be possible to share screenshots of your simulation, grid, and dynamics rollouts?

Cheers!

That’s *really* useful to know and I did wonder that ! So whilst wondering, I tried with some closed geometry, a simple box in fact simply edited to be a simple boat shape, and what I noticed was that the ‘ocean’ went inside this box just like it went inside of my open geometry hull shape - I checked the quality of my open hull and whilst it was not perfect (as far as STL Check claimed) the mere fact that even a closed box had water inside it made me wonder whether it mattered or not…

Please could you say ?

Either way Svetlin and all at Chaosgroup - I appreciate your words of encouragement - I am getting there, and I will do ! I’d just like to get there a little bit quicker !

PS - I have sent my hull and solution to support @ chaosgroup . com.

Many thanks for you help.

This is where I am at with the current solution - the ship is to scale (around 300m) the System Units is 1 Unit = 1 meter, the Scene Scale is set to 1 and I have Total cells = 2.3m.

Ship is travelling at cruise of 30knots (15.43m/s)

I would expect nice waves to be generated by the bow and the sea waves are too big to my eyes for a 300m ship…

As requested - dynamics, grid etc.

In case the liquid was inside the geometry since the beginning, I’d guess it might have been the initial fill up which created liquid particles everywhere under the ocean level. Are you using a recent nightly build btw? We found and fixed some ocean rendering issues since 3.04 and it might be good to update as it might affect your scene.

For the high waves, I’m thinking about two options - could you try making the simulator deeper along Z, and alternatively, if this does not help, could you try increasing the simulator resolution to 10-15 million cells while keeping it shallow as it is right now?

Cheers!

Hi Svetlin,

Please can you tell me where to find the nightlies ? I have access to Chaos but for me I only see 3dsmax and Blender - if I remember rightly I need permission ? (I will check my emails)

In the meantime, please can you tell me what to check to sort out the size of bubbles for foam and waves/splashes ? I am getting huge sizes for those ?

Many thanks.

To reduce bubble size go to Foam roll out --> Size. This option requires simulation after it’s changed because the interaction between bubbles is been calculated. Another way to change the size is from the Foam Shader. That way is a render time, so you don’t need to simulate again.

The nightly builds are available at:

and

You log in with your username for the chaosgroup.com website. If for some reason you don’t see the Phoenix builds, please send a mail to support@chaosgroup.com with your username and you’ll be granted access.

Hi George,

Please could something be done for me to get access to the Nightlies, I’ve sent an email to support@chaosgroup.com but heard nothing yet (only a few hours so far) - I’d like to keep pursuing this over the weekend :slight_smile:

Many thanks.