Liquid Life Span

So just to recap -

  • Initial Fill Up - On
  • Fill Up for Ocean - On
  • Change Mesh to Cap Mesh
  • Add Cutter

Is that correct? If so which ‘level’ should I be using to control the water level? Should I use the Initial Fill Level or the Ocean Level?

Also the page you linked to about cutters doesn’t give much insight. I’ve tried adding a cutter (extruded spline) and it doesn’t work as expected …

Yes, that’s pretty much it. You can skip the cutter part if you make a some shape that follows the walls of the pool. Just no bottom or move the simulator up, so it doesn’t reach the bottom. Perhaps it would be better to have the walls and have the ripples interact with it.
If you want to use the cutter though, you can make a screenshot and we can figure out what kind of issue you are getting.

Ok so this was the issue with the cutter, shown with and without the cutter object (cutter object is set to display as box)


Which version of Phoenix are you using?

It’s version 52000

Yes this is what I want - but I don’t understand how to get the liquid to follow the shape of the walls without using the cutter.

I think what’s confusing me is all of the various ‘fill up’ options.

If I make the shape of the walls, then I guess I need to use Fill up in the Phoenix properties of that object right? Does the object need to be a solid mesh? Do I still need to use the fill up option in the sim grid? Etc etc Also creating dummy geometry and using Fill Up in the Phoenix Properties seems to have a lot less control i.e. water level and it stops me using the cap mesh feature right? Hence why I’ve been trying to simulate the entire volume this whole time

Yes, I can see the issue now. The Cap Mash doesn’t play well with the cutter. You may want to set a V-ray Clipper instead. I’ll send you a scene in a minute.

I’m using Corona if that helps

Ok, here it is with the V-ray clipper.
https://gyazo.com/3dc3585ff113e25381439a34437178d5

In corona, the same thing is called Slicer I believe.

Do you still need the V-ray scene then?

That looks great, but that’s not interacting with the walls right? The walls are literally just slicing the cap mesh?

Is it possible to get it interacting with the walls whilst still keeping it efficient?

Also yes, the scene would be really helpful. I do have Vray so I can decipher it and break it down.

Here’s the scene. Max 2021
https://drive.google.com/file/d/19bzj4rhGJJ3Wu3MT-8RZWia\_bQXVfTbH/view?usp=sharing

The liquid does interact with the walls. Just not the bottom.
Let me know if there are any issues.

Great thanks. Really appreciate it. If you get a chance to upload the cascading one that you posted earlier in the thread, that would be awesome too

Hey Just wanted to say I ended up getting this working (kind of) using a combination of everything so far. The pool is 12m x 6m wide in reality so I went for a cascade simulation. What I’m struggling with now is fidelity and iteration. I’ve attached my current setup (screenshot) - the two green sim grids are my final sims. But .. when I’m testing and trying to iterate i reduce the pool grid to something much smaller like the blue one I’ve drawn over the top. This helps speed things up. But there are a couple of issues.

  • i can never seem to get splashes and foam particles to a realistic size. I believe the solution is to reduce the cell size/increase voxels but I’d need an absolutely obscene amount of voxels in the final simulation to be able to get them small enough. I’ve already got a lot of voxels in my smaller test grids, so if I were to increase the grid sizes for the final sim and then increase the voxels the simulation would take months to complete.
  • when iterating i decrease the grid resolution and reduce the steps per frame - this allows me to iterate quite quickly. Sure the splash and foam particles are quite bit because everything is low res, but I can deal with that. The problem is getting everything looking correct in the low res test grids in terms of the amount of foam and splashes only to then scale up for the final sim and the foam and splashes look completely different.

It seems the only way to reliably iterate is to iterate at the final resolution/steps per frame. But this just seems so counterintuiative. So what is the best way to iterate, get the sim looking roughly correct and then scale up for final sims?