not exactly getting wetmap to work

i have a PhoenixFDLiquid001 and a LiquidSrc001 in my scene. i created a blend material, who’s base is material 1 and coat 1 is material 2. i have a phoenix particle texture as the blend 1.

if i click on source particle system and select PhoenixFDLiquid001, then try to assign the material to it, it tells me “cannot bind: would create a dependency loop”

thanks,

Oh, is the material assigned on the Simulator itself? Do you really want it to be like this, or mean to assign the material onto some other geometry?

If you really want to have the wet material assigned to the actual simulator, then this message is a problem that I resolved in more recent Phoenix version - please install this nightly build: Chaos

Cheers!

thanks will give that a try! yes, i thought that i had to use wetmap material assigned to a phoenix liquid simulator to make it look like the surface was wet after liquid drained off it?

Ah, the Simulator could create wetmap over its own Jammed walls, but in this case it sounds like you better splash the liquid over some geometry and then apply the wet/dry material to that geometry.

can you take a look at the scene file and see what i’m doing wrong? at first i thought it had to be assigned to the fluid simulator, but now that you had me assign the material to the actual geometry it’s hitting that makes sense. is that the right way to do it then?

thanks for having a look.

ps - when i simulate, i see red particles i’m assuming that’s the “wet” particles?

pps - i did not include the simulation .aur files b/c it was too big :slight_smile:

Hey, that’s right - the red particles are the wetmap, you could change their color or turn their preview on/off form here:

However, now I see that the problem is - you are rendering with V-Ray GPU and it does not support the Phoenix Particle Texture or the Phoenix Grid Texture yet :frowning: I am going to add one more vote to this, but the only workaround would be to render using V-Ray CPU…

ah! thank you!

bad news. i switched to CPU rendering and still don’t get the wetmap.

on a side note, if i make the cement plane un-renderable, the honey is kind of thick and nice looking. when i spin around in the viewport to look at the back of the cement ramp, i can see particles or fluid or whatever protruding through to the back side. how do i make a fluid like this stay on top of the ramp in this case?

thanks

Ah, please double check if your setup is like this one at the bottom of the page here: Phoenix for 3ds Max

Try increasing the particle area radius in the particle texture just in case.

As for the particles - if the geometry is hidden, it would stop interacting with the simulation - there is a checkbox in the Scene Interaction rollout where you can control this. But if it’s just not renderable, it should interact. Phoenix’s FLIP solver does very precise collisions with the geometries, so no particles should penetrate the geometry. Could it be that the viewport is misleading you? If surfaces or particles are very close to each other, their order of drawing in the viewport could be reversed…

ok i’ll check those things. only thing i’m doing is making the ramp not-renderable. it’s still visible in viewport, not hidden.



well, the wet map is working. i deleted it and started over. no idea why it’s working now but cool. now maybe we can look at the liquid going through the ramp. i did try to add 1" of thickness to the ramp and closed it off, but that didn’t help either. the render looked the same as the one with the orange

Ah, could you check something - please got to the preview rollout and enable “Particle Preview” and make sure the Liquid particles are show. Then turn off “Show Mesh”. This way you can see if the liquid particles are indeed entering the mesh - if the preview is too busy, you could enable “Draw Just a Slice” to get a clearer view. If any particles are getting into the mesh, could you please screenshot me the preview this way, and I hope I could get ideas about what might cause this.

ok see attached screen shot


These are the voxels - you can turn them off from the Liquid checkbox at the top of the Voxel Preview section so they don’t get in the way.

ah, sorry. ok see attached. there’s nothing underneath anymore.

wow scene scale really changes things. ok. anyway, here’s the zip file of the scene.
wet-testing.zip (1.65 MB)

Hey, soooo, looks like things are okay and particles are not entering the geometry. Should I look for anything particular in the scene?

well when i simulate, then render, the honey shows up under the plane? could this be due to a rendered particle size or something?

Ah, let me explain in more detail.

So when you simulate, the FLIP liquid solver moves particles around - there are particles for the liquid, as well as for the secondary particle systems like Foam, Splash, WetMap, etc.

When you want to render the liquid, the liquid mesh (when you have set the Render mode in the Rendering rollout to Mesh, Cap Mesh or Ocean Mesh) does not get built strictly from the particles. Instead, while the simulation goes, the particles are voxelized to the simulation grid and if you have the Grid Liquid channel enabled in the Output rollout, the liquid voxels get saved to the cache files. If they are, then you will see them in the Voxel Preview. When the particles turn into a voxel grid, the shape of the liquid would change it would look like it expands somewhat.

Then, finally, the liquid mesh gets built using the voxels, not the particles, so it would also be larger than the individual particles - if you enable Show Mesh in the Preview rollout, you’ll see the mesh without the need to render it out. If you are worried that it intersects the solid surface the liquid has been poured over, and if you need to render it looking from under the surface, then you could shrink this mesh or even cut out the particle under the surface.

In order to shrink it, you can got into the Rendering rollout and change the Surface Level - if you make it a higher value, the mesh will shrink - if you make it lower, the mesh will expand. It basically says around which voxels to wrap the mesh, so if you tell it to mesh only the voxels above 0.9, the liquid mesh will be smaller than the case when it contains all voxels above 0.1. Another way to shrink the mesh, and you could use both ways simultaneously, is again in the render rollout, where you could enable Mesh Smoothing and use 1 step of smoothing, and then enable Use Liquid Particles - this would allow the liquid particles to affect the mesh and you will be able to shrink the mesh using the liquid radius option under the Smoothing section.

And finally, if you want to completely get rid of the part of the mesh under the surface, you could use the Render Cutter option. However, in mesh mode it would be jagged, so you could switch to Isosurface render mode instead - beware that it would take longer to render though. Once in Isosurface mode, you can pick the surface geometry in the Render Cutter slot and if you render like this, it would render only the liquid INSIDE the surface mesh. You would probably want the opposite, so check Inverse Cutter, and it would render only the liquid OUTSIDE the selected geometry. For this to work, you gotta make sure the cutter geometry is a closed volume though. If the simulation went correct, probably it already is, but I gotta mention it just in case :slight_smile:

Hope this makes sense, cheers :slight_smile: