Vortex with phoenixfd ocean.

Any hints about how to make a vortex within a phoenixfd ocean?

maybe something like this:

There is a vortex force in 3DSMax and Maya.
Please it in the middle of the simulator and with a little bit tweaking you can achieve a similar effect.

of course you can’t achieve all these small details directly in the simulation, the most interesting part is the foam. perhaps you can render the foam not directly, the view is quite far and the foam can be part of the water material, and the simulated foam to be used only as a blend map for the zones where the foam material must be applied. this is just an idea, never tested it.

There are probably few dozen separate sims there. :slight_smile: The actual mesh of the vortex can be totally different sim all together. It probably took this team a whole bunch of time to produce this result - I doubt one person can achieve this :slight_smile: I’d be shocked if they did :slight_smile:

The vortex force in max creates too much artefacts and is very difficult to control. I get better results with animated geometries so far. I create some kind of rotating boat helix that create a vortex by rotating.

But I would like to try to make the water fall through the ground in the middle if possible. I and wondering if it it possible. Cause by default the simulator is opened in z up and down and it does not fall through the ground when we use initial fill up.. Why that? Shouldn’t we be required to close the simulator in z down (jammed -) to prevent it from falling through the ground?

and yeah Morbid Angel, I’ll try to shock you with my result! :stuck_out_tongue: I don’t need boats or any objects in the maelstrom and I think the scale will be a bit smaller so I guess it will be a bit easier.

you can use negative source to make the “hole”, this isstill not supported in the flip solver, but for such a sim the old core is also suitable.

Ok great thanks for the tip I will try that!

I also get better results with modifiers like twist and a custom modifier to deepen the central hole. When I add deformer to the phoenixFD box, I loose the ocean around but I guess I can solve his by doing 2 renders, one with modifiers andd one without them.

But now my question is: can we deform the splash and foam particles with tose modifiers so thwy will stick to the deformed fluid mesh? I can’t test it reight now cause my only license is simulating.

the ocean is built only in the camera frustum, if you apply any modifier over it, the result will be zones without ocean
the particles are not deformed by the modifiers. btw if you are simulating, it’s not a problem to run second max instance and to use it for rendering only.

I am now trying to add foam and splash but when I just check enable particle resimulate, enable foam and splash too, I get an error saying: resimulation size mismatch!.. But i did not change the grid at all. I have 41 millions cell. 745 x 745 x74… What does that mean?

I use v2.2.0 rev 24967

And finally good news! Even if I add modifiers and animated the camera, the ocean rendered correctly on the farm (it did not render correctly locally, only on the farm).

you mean the farm renders correctly modified ocean?! this is a miracle !

Yes but I’m still not able to resimulate to get foam and slplash because of the size mismatch error. Any idea about that?

you are using the old core, right? the flip is still not supporting resimulation

I don’t use the flip solver just grid simulation.

I am using this version:

phoenixFD_adv_22000_max2015_vray_30_x64_24967

is this old core?

I can use another version and resimulate if that’s required.

ok, send us the scene to see this error

Ok thanks but I had to switch to another project in emergency, so I’ll get back to this later…