Hi ![]()
Is there anybody here that have tried to make a stormy/high waves ocean scene in phonix ? and may be could give a few tips
etc. setup of phoenixFDOceanTex. I have done a couple scene now with more or less came ocean, thats all. My “problem” is that I will need a scene that last more than 3-4 seconds , like in movies etc. but a scene with about 800 frames, because it is the ship we need to show.
thanks Stefan
I’ve been doing exactly this lately. I’ll be glad to share tips, etc. My first initial comment would be that most default setups using OceanTex end up leading to crashing rollover waves which is probably not what you want. I had to RnD for a few weeks until I got the OceanTex strength just right so that it caused stormy, slow moving, slightly breaking, but not constant beach looking waves. This is how the sim ends up playing out after a few hundred frames:
http://vfxfactory.com/movies/StormyO…dPreview_A.mov
(you’ll probably need to download the QT depending on your browser)
Once you get to about frame 200 in the sim, it pretty much holds this type of behavior.
Are you looking to do an endless ocean or just a localized camera-looking-down shot. In my opinion, it’ll make a difference which direction you choose based on the shot type and camera position. My goal was to not use any render-time displacement or endless ocean and only have actual simmed storm waves.
That looks great :). Well I guess it will be endless ocean where I can take differet camera shot form. Simulation different ship. We are a ship design company ( www.knudehansen.com) . So there is a lot of simulations and 3d rendering. I have used RealFlow up until now, but they have not really developed the large ocean in hybrido. So we have given Phoenix a tried. I like the waves the ships generate in Phoenix much more than RealFlow.
Well, me personally think, that oceantex is not suitable for creating such hirise waves. I think only guided sim is capable of doing such effect, but I wasn’t able to use phx body force, to drive anything, except smoke/fire with objects. Tho, I was told somebody was more lucky, than me ![]()
Here is the sim file for you to play with.
Ron
ship_sim.zip (454 KB)
You can easily use 2 renders . I use 2 renders in RealFlow. One hybrido for water under the splashes and foam (which is seperate layer in RF) and Realwave for the ocean as general , combine the 2 renders it in AfterEffects.
Distance map, can you explan that ?. By the way I can not simulate you file, well I can , but there show now water or foam up. The sim file is there and saved , just no water
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VRayDistanceTex is used to create a zone around selected geometry objects in the scene. This allows me to control the spacing between the ship hull and the PhoenixFoamTex features.
Ahh thanks , its not a Phoenix thing :). We normally use the maxwell render, but because of phoneix we started up with vray again , after many years with maxwell. I mean to see somewhere that you can set the wave length is that correct ?
The wave length is not a dimension that can be set directly, but is a result of the forces at work. Experiment with ship speed and high and low values of wave force with low detail oceantex in the waveforce, not in the render slot. Think about rapid experiments with a small grid at the bow, maybe covering a third of the ship length plus room in front for waves to develop.
The wave action shown by TTDWW is really good because the elevated waves will crash into the bow at the correct height and create realistic splashes and foams for great effect but this must be accomplished first and without the render-time high detail oceantex displacement map.
Once the ocean surface height and action is as desired, then animate the ship pitch and roll to time the ship reaction to the swells then run the simulation again for proper splash interaction with the hull surface. A camera looking out the bridge window should confirm the settings are realistic. On my destroyer, this step helped me move quickly from from stationary to realistic.
Then set the oceantex displacement and splashes and foam.
Hope this helps.
Yes it does, I just have to get use to not have that many setting options in Phoenix like in RealFlow :). I must admid I’m missing some of the many option, but I like the wave patten in Phoenix , that is really missing in RF. Trying to upload a video clip but it fails
Hey,
This is very important - if you are missing something or have any ideas about improvements, please do share - we might not be able to start working on them immediately, but we have to know and plan them. There is also another possibility where an option or a workflow already exists in Phoenix, but it is not obvious how to do it.
Cheers!






