Hi Can I create a sea whirlpool but also have an endless ocean? Thanks
Haven’t tried it, but as a guess, I would say that your grid needs more depth below the surface so the forces can act on liquid lower down.
Maybe you could use 2 simulation boxes like in the wine pouring sample scene. The top one as you have it with closed boundries and one smaller at the bottom to serve as a funnel that has an open Z top and bottom to allow the water in and give it somewhere to go.
thanks a lot! I’ll try both methods
Still cannot get it right. Can anyone at Chaos make a tutorial? I need this effect https://youtu.be/O7oN8A3Imkw?t=49s Thank you
Already working on it
I hope it will be out soon.
wow thanks My project pales in comparison. I am hoping to get a fraction of that. Maybe one day Phoenix FD can have GPU/CPU distributed simulation with Adaptive Load of particles only where needed
looks great!
By they you mentioned a geometry driven force without vortex force. Do you have like a large spinning mesh shaped as vortex? And do you know how soon you might have a tutorial by any chance.? We just have a week deadline and no clue how to do it. Thanks!!!
You can check how the scene is setup in the attached file ![]()
20180620-Maelstrom_tutorial.zip (448 KB)
Cool… please tell me you didn’t use the 456 billion voxel resolution to sim ![]()
Here is the latest scene file. It is not fully test, but it should fix the boundary issue with latest nightly (3.11.01 Nightly, Build ID: 2018070328372) . And a little instructions from Svetlin, I have done all those, just to let you know what steps they are. We are still working on it, fixing some issues.
- disable cutter
- remove the cylinder from the scene interaction exlude list (in general, we better not use that and use just non-solids, unless the exclude list is really necessary)
- change render mode to ocean mesh
- enable initial fillup + fillup for Ocean and set it to 99
- enable confine geometry and pick the cylinder there
- make the cylinder non-solid
- (the new addition to the nightly) - enable clear inside on the cylinder - the change I made was that if a geometry is used as confine geometry and has Clear Inside, then if you use fillup for ocean, the confine geometry will not be filled up with liquid initially
- make the cylinder a little wider, so the emitters could emit
the changes will be in tomorrow’s nightly
20180704-inifinite-ocean-fix-03.zip (532 KB)
Maybe you should start thinking outside the sim box *ba dum, tish*… just a thought… why not have a piece of non-renderable geo that follows the sim box edges … volume select the ocean mesh with a soft selection applied and then an FFD or something and squash it down so it all generally flattens out.
Worth a try I suppose.. it may also be a load of rubbish ![]()
Thanks But not sure how to do this. those borders are too sharp
Hello,
Here I attached another scene file which use vortex force to create a maelstrom. Be sure to use latest nightly since there were some issues with standard 3dsmax forces (You might need to set your vortex strength a hundred or thousand times when using an older version of Phoenix, in order to see the effect). May I know what camera movement for your project? If it’s not one single continuous shot, you can do it this way:
1. For long, wide range shot. Since you need the infinite ocean, use Vortex force set up
2. For close-up. Use the Funnel setup for more realistic and details. You can hide the horizon by using fog or compositing.
Those are methods I could think, we will continue to fix the boundary problem from the Funnel setup.
Hammer
20180606-Maelstrom-vortex.zip (143 KB)
I am glad it has resolved. Looking forward to see your final rendering ![]()

