it’s included as advection type, don’t forget it is still under construction and not all features are supported. for example the resimulation is still not implemented
I wont be finishing that scene for a long time yet, I just want to see if it makes my idea possible or i need to re-think the scale i’m working at. Thanks ![]()
Amazing looking stuff. I know you’re a busy man, but if you ever have the time I’d love to know your general process. I feel like I understand what the individual controls do when I read the help, but when using phoenix I’m not really sure what the correct workflow is and I chase myself in circles.
Regardless, very good job here. Inspiring even.
^ sorry it’s late, what do you mean by general process? Thankfully i’ve not worked on anything with a deadline yet, i’m still very much learning and there isnt much of a process in place. often things dont work andi have no idea why, then i shelve it for a few days, start the process over and this time it works. not ideal.
I moved away from serious things and took a few hours to set up something really simple and beautiful.
Doing stuff like this is super fun
impressive and original idea!
Wow, nice! Very interesting indeed ![]()
Thanks!
the audio is a sample of some ambient music i’ve been experimenting with, both sides were a test. I’ve decided to make a longer ambient/noise track and make a video for it in this style now with more variation and scenes
Next personal project is set!
[FONT=microsoft sans serif]I made a full music video with phoenix!
[/FONT]https://vimeo.com/134010950\[FONT=microsoft sans serif]
stems from the track were sped up 5x, broken up and assigned to a series of objects with the 3dsmax audio controller sending an emission rate to phoenix. then a week later with 300gb of sim files, I rendered them, comped them together and used kronos to slow it down to 20% to get the correct speed back.[/FONT]
good job man!
Again, very interesting!
neil this is amazing. i love it!
can you shed any more light on the process in technical terms, lighting and post work?
Thanks guys!
Nic, for that ‘dust’ video? It’s a noemotion sunset hdri in a dome light with the gamma set to .5 to over saturate and boost the colors. I also have a fusion file setup for things like this that does glows, soft light, CA, contrast & crops/borders.
The big thing post wise was using kronos in AE to slow it down to 20%. It handles solid smoke like that well. The red liquid thing i posted was slowed to 10%, the music video was made with sped up chipmunk style audio and slowed down 20%… I cant stop doing it.
Fucking love wave force
some issues are that the beach is too shallow - and the rocks are part of the simulation base mesh, so when ocean displacement was turned on I couldn’t get a balanced fadeout that didnt create distortion issues. minor problem, easily fixed for rev2 (which I will be setting up today).
Foam is unbelievably slow to render. 10 min a frame without, 1h30 with it on. ouch.
Caustics are FAST. extra 5 min precalc and seemingly no hit to rendertime. They look amazing being projected under the ocean water, the water material itself is a super basic max reflection/fresnel & max refraction with fog thing and turning caustics on made it go from ‘crap cg’ to genuinely looking real immediately.
some intervals look like real footage, but the wetmap splotches breaks the entire impression ![]()
can you share the wetmap settings?
Very nice. Yes with a better wetmap will be perfect!
I’m doing a new sim now with a better beach - the sand goes deeper, and instead of shitloads of rocks i’ve got a couple concrete posts. Will do some proper tests with the wetmap to get a better result
there are no steps on the thin water, this means the build is actual enough. my first suggestion was that you liquid sim is low res, but the liquid itself looks good, only the wetmap is problematic.
the particle texture represent each particle with a ball with constant size (the blend radius), the particle size is used for the brightness of the ball, not for the size of the ball. the most probably reason is that your particle texture has too big size.
if the beach is real sized, 60mm is really too big, don’t forget this is the radius, the full size is 12cm that is the size of a big grapefruit.
Looks like floating pieces of ice…

