Phoenix 2 splash/foam test

Hi guys,
here is a little splash/foam test I thought i would share.

Sim time was about 20-30secs a frame rendering was about 1-15mins on a i7 920.

There is an odd little glitch towards the end of the sim but I couldn’t be bothered solving the issue :slight_smile:

thanks for the sharing :slight_smile:
there are some weird liquid pieces born from nothing. usually this happens with classic advection and too small SPF. can i see your settings, it would be possible to fix this problem

Hi Ivo,
The scene was set to be classic advection and a SPF upper/lower limit of 2.0.
What would you recommend adjusting these to?

first suggestion - increase the spf.

Ok I am running a sim now with forward transfer - Max step of 6 - SPF upper of 4 - SPF lower of 2

max step - default, upper - default, lower - 5, conservation - 40 (and up). me thinks.

Here is a new version-

Advection - classic
max step - 4
SPF upper limit - 20
SPF lower limit - 2

I am going to run Pauls suggestion now to see what the difference is

would an object like that going through a puddle pick up that much liquid? and the level of the liquid in the hole doesnt look to have dropped by that much. either that or the fog in the liquid is dialed up too high and its not transparent enough to show how thin the liquid is on the ground. (side note. would it be possible to mix the pheonix liquid with vrays distance map to simulate a wetmap? i dont have vray2.0 so i dont know much about it except what i read on here

no, the distance map works only with meshes.

Chris, i just saw in vimeo your new attempt. I noticed that some pieces of water are gliding above the water surface, that is a doubtless indication for near to zero sharpness with strong surface mode off.
There is always well defined surface in strong surface mode (that’s why it is called like this), however in the old surface processing (ssm off) the sharpness parameter is just the surface processing intensity, zero sharpness means just no surface processing and the simulation is equal to pure gaseous simulation with “liquid” equal to cold gas with temperature 0.3 kelvins. This leads to fast decay of the surface, and wide areas of the grid filled with intermediate values, that are dense enough to support the weight of the liquid above them, but are below the level of rendering.

Thanks for the explanation Ivo.
I can’t use Phoenix now as my beta license has expired and I am waiting for my slack local reseller to get back to me so I can upgrade!