Liquid mesh smoothing

Hi,

Regarding liquid mesh smoothing, may I ask what is the difference between " rendering/ Mesh smoth, Smothness" and “Content smooth/ Channel/ Liquid”?

Should I use both?

BTY, the liquid in PHX3 is amazing, thank you dev team.

Chen

Hey,

Basically the smoothing in the Input panel would work for liquids and fire/smoke, regardless whether you are rendering in mesh/isosurface or volumetric mode. The mesh smoothing will work specifically for the Mesh render mode, because the mesh needs special attention in order not to lose some features you might not want to get lost :slight_smile:

Cheers!

The content smooth works on the grid content and modifies it every time when a frame is loaded, in general it’s older than the mesh smooth and if you just need to smooth the liquid surface, better use the mesh smooth.
Unlike the content smooth, the mesh smooth modifies the mesh built on the current grid content, stretching it like a rubber. The best way is to use particle based mesh smooth, that allows not only to have smooth surface, but also to make the liquid sheets thinner.

How would one go about creating a very thin but high quality meshing for liquids? When going with a very small particle size there’s some issues with the overall meshing that makes it unusable. Of course, if i could avoid meshing stuff in Frost, the better… :stuck_out_tongue:

of course every parameter is limited, you can’t decrease the particle size infinitely.

Thank you Ivaylo and Svetlin.

The main reason I use smoothness is to remove the grid artifact. In Realflow you have stretching liquid mesh base on speed, which might be useful in some cases. I will try tips you suggested.

i can’t see grid artifacts in your shot, can you point them?

Hi, the one I posted was after smoothness (=3), here are more images:

Actually I am satisfy with the results, I just want to know if I can further smooth out those tiny artifact.



i see now.
not sure that it’s exactly grid artifacts, it looks more like order - break artifacts.
let me explain more, the initial fill up creates the particles ordered, because our first attempt with randomly placed particles shown bad results, the surface was too rough even after smoothing.
so, we changed the way we create the particles, they are ordered now, this produces perfectly flat surface, but the order can’t continue its existence after the deformation and exactly the moment when it disappears produces these artifacts.
try to increase the smoothness to 20 or even 50, if this does not hide the artifacts, you have to resolve the problem by the traditional way - selecting such lighting and environment that make the problems invisible

thank you Ivaylo for your clear explanations, I will look into those parameters and post an update.

Hi,

While using the “content smoothing / channel: liquid,” I was wondering this is only for spatial smoothness, is there any option I can have temporal smoothness, like time interval? So I can reduce mesh flickering.

Chen

Nope, it’s just spatial. If the mesh flickering is still there when using ‘Use Liquid Particles’ and Mesh smoothing from the Rendering panel, I don’t think you have any other options but a higher resolution.