Phoenix Liquid and Anima People interaction

Hello, I think this is my first post;)
Im testing Phoenix for almost the first time also, to do a beach. Its working good. But, i can’t have interaction with Anima people is it normal?
Also with my vrayproxy, there was no interaction, i had to collapse them and reset xfrom and its working. But with Anima people, this is not possible to do this, because of all the restriction on those people. So is there a way to have interaction? And with 4D people.

ho, and second question, about the wet map. My material is a vray blend, with the dry sand, and the wet sand on the coat materials. For the blending, i put the PhoenixFD particles texture. I would like to do a render element for the dry and for the wet sand, but its not working the material ID. Its taking just the dry sand. So it possible to have a render element of the wet sand?

My test:

Thank you very much

Hi,

You can see here how to get the Anima ppl to interact with the phoenix liquid simulator.
https://forums.chaos.com/forum/phoenix-fd/phoenix-fd-general/1235077-phoenix-fd-anima
It require some preparations and additional steps to be taken.

As for the wet map render element - let me check if there is a way to get it.

You can get the Wet map mask in a render element with ExtraTex RE - like here: https://drive.google.com/uc?id=1V-us513ROEOolHADsocRAtDdS601lUeW

You can also use the 3dsMax Composite map to select specific colors for the ExtraTex RE and use the PhoenixParticleTex as a Mask for the Composite and then plug the Composite to the ExtraTex map slot. Link

Hello, thank you for your answer. For the Anima interaction, yes sorry i have seen this post the day after i posted.. And its working, but i had to reduce a lot the motion velocity on the Phoenix properties of the alembic people ( I put 0.03). Otherwise, huge splash on some of them.
For the wetmap, thank you its working with your solution:)

I have another problem. I have some line in an area (in the red circle on my video), i dont know why. I have search on the forum, maybe the simulation was to close from the border of the liquid source, so i have make it bigger on the sand side, It doesn’t solved the problem. Do you have any idea? I gonna try, without the charactere in the red area to see if that changes something.

I have another question:) About the wet map. Is there a way to have a surface already wet at frame 0? In my case to have the sand wet, i need to simulate at least 200 or 300 frames to have some waves that add some wet on the sand. So before 200 it will be probably useless for the rendering, even if at frame 100 i already have nice waves.

Thank you
I hope you understand my english:sweat_smile:

Are the lines near sand visible in the render only or in the Viewport simulation mesh too? I’m not sure what may casing this, you can try some troubleshooting steps - remove everything except ground and simulator, make the grid smaller (just to over that region with same resolution and resimulate)
I suspect that it is from the simulation - the mesh / liquid particles are moving in rows and casing this effect. Probably more particles are needed.

As for the wet effect at frame 0 - maybe there are many approaches to do it, I’m thinking of : Bake the ground sand B/W map from one render frame and then reuse it as an additional blend materials until you need the new updated mask. You can transitions/ animate materials or maps to get the mix in the right time.
Or prepare another simulator with just wet maps ate this area to generate new PhoenixParticleTex and use it.
Perhaps there are other methods to do this.

Hello, no, on the viewport i don’t see those lines. But I have found, that it probably comes from the Foam shader, because when i hide it, there is not the problem on the rendering. So i have attach my settings of my foam shader. Im a new user for phoenix, so maybe i have change something wrong. I didnt had time yet to test another parameters for the foam, but i will do it soon.
Thank you:)

For the wet map at frame 0, thank you i will think about those method.

I have another question. Under the ground of my beach, i still have many particles (about 30% of my simulation), is it possible to kill them? A long time ago i was using realflow and it was possible to kill the particle when they touch an object for exemple.
Or maybe i should start my simulation with a volume object (i suppose its possible?) that have a good shape for my beach, instead of a “simple” PhoenixFDLiquid:???:

Thank you:smile:

it’s ok i have found how to solve the problem of the lines. On the foam shader, the Vertical Offset was at 0.0m. Just need to put it a little higher, for exemple 0.05m and its ok. That makes the foam a little higher from the ground.

Good to hear that you found a solution!
In the Particle shader there is an option to choose the Subgroup to render - Foam or splash Above the water / Inside the water …

I dont think its this. I mean, to kill the water, under my ground. Under the sand.
In my snapshot, its a side view. In pink its my sand ground mesh. In red, its all the particle that i dont need. In green, its my beach liquid that i render.

Alright, then you can create a solid geometry that covers the area below the ground surface and right-click on it and choose “Clear inside”. That will remove all particles in this area.

Thank you, indeed, its working:) like this i win some memory space and time to generate the simulation:) Thank you