Phoenix units?

I get sometimes very poor results with Phoenix especially when foam is present. As a Mechanical Engineer, I always work with millimeters - no exception whatsoever. The question is, Does Phoenix know, my world is in millimeters, or do I need to take this into account when inputting numerical values into Phoenix?

Hi,

It will be best to use real size scene models and this will give you a correct Simulator Container size when you cover the area for the simulation.
Please check this thread for a better explanation of the scale and units:
https://forums.chaos.com/forum/phoenix-fd/phoenix-fd-general/1214116-system-units-for-ship-in-ocean-sim

Generally if you are not satisfied with the resulting simulation, even when all units/sizes are correctly set, you can always use the Scene Scale parameter for small adjustments.

Thanks,

I don’t know what scale the built in systems use. For instance New Foam Depth parameter in Splash/Mist submenu. I have 0.45 (in my millimeter scene). I have no idea, how Phoenix sees it. Is it 0.45mm, or perhaps 0.45 cm or maybe o,45 meters - or 0.45% of something?

Of course same goes to every parameter, where the units are not specified in UI.

For this one maybe I have to request assistance from the dev team so they can check what is set in the code.

If you have a specific unit set as Display Units Scale in 3ds MAX, Phoenix will respect that, and it will be shown on the UI.
It is units/sec.
The image below shows meters/second

When you have a distance parameter, for example, the distance to a mesh, it is usually in voxel count.
Distance of 5 means 5 voxels away. If the voxel is 1cm, this means 5 centimeters away. If the resolution changes, and the voxel is 0.5cm, the distance will shorten to 2,5cm.
This is demonstrated here:

(go to 04:56)

-----

It is very hard to say what might be wrong with the setup from a single image. The dark spots look like meshing artifacts, but this is only my best guess. Do they show if the foam is hidden?

What I would do is to clean the collider mesh, fix all mesh errors, and remove all unnecessary small elements.
Make the grid smaller. Maybe even only half of the boat. Only the left or the right side. The simulation will run more quickly, and you can iterate faster. When you are happy with the settings, set the grid to the correct size and run a final simulation. This is a common technique.