Hi All,
I’m still having a few problems with this scene and it would be great to have your input:
https://vimeo.com/346905646/ac790b592e
1. I tried adding the foam texture as instructed (see attached image), but no foam ever gets added, so I’m not sure what i’m doing wrong here?
2. I tried to identify if the bubbles are foam or splashes by turning them on or off but they still show with both foam and splashes disabled, do I have to re-simulate with one of them off to determine which it is? I would think that turning them off after the simulation has been completed would turn them off?
3. The waves generally didn’t react with the geometry even with the liquid simulator so I thought I would go a bit ‘hacky’ and animate the geometry wiggling around a little, I was thinking that I could then simply set the placeholder geometry to not render and add in the final geometry once the simulation has been completed. However things go really crazy, really quickly. It almost seems like the whole liquid square turns into a bubble bath. I’m not really sure why the water affected by the animated geometry isn’t more local, and its not as if the animated water is rippling out to cause the chaos. You can see in the animation that almost instantly the whole square becomes really animated rather than just the bits around the geometry. I would think at this scale the water would quickly loose its energy.
4. If the bubbles are indeed ‘splashes’ I’ve done as instructed and increased the resolution, but this in turn makes the simulation even slower, and it hasn’t decreased the bubble size. Why are they set so massive by default, and why do I have to increase the resolution of the grid (which also makes the simulation take longer) to make them smaller, surely there should just be a parameter to make them smaller?
5. When working on the scene my workflow thus far has been: Change a parameter, simulate 100 frames overnight, render the scene over the next night, then review the following morning. This means that every parameter change takes 2 days to evaluate. As a newby to Phoenix, and there being about a billion parameters with different scales, this process is going to take me years to get the scene to a good place. Is this how people generally work, or am I missing something?
6. Can I combine different ocean maps to make the ocean less consistent. I think it looks more realistic to see patches of different currents (I assume that is what causes it), like in the distance on this image. You can see patches of water that look lighter/darker in the distance:
https://www.shell.us/energy-and-innovation/energy-from-deepwater/shell-deep-water-portfolio-in-the-gulf-of-mexico/\_jcr\_content/pagePromo/image.img.960.jpeg/1438701507801/deepwater-portfolio.jpeg
Sorry to have so many points in one post, but I thought I would put it all down so you could see if my approach was all wrong.
Thank you in advance