Waterfall cascade into a swimming pool ?

I’m a beginner in Phoenix, and whilst my first bit of learning about it went fairly smoothly (because there was a really good tutorial on ships in oceans), this time, I feel totally lost because there simply isn’t a tutorial that comes anywhere near close to use as guidance for what I want to do here.

My needs I believe are very simple and probably quite a common requirement.

I want to have a waterfall going into a swimming pool.

I’ve actually attached here the Max file and geometry as my first few attempts.

But the Phoenix FD Waterfall Preset I used doesn’t seem to knock out a solution that is anything other than one that is very wrong !

I’ve attached the max file, the pool, the water in the pool (which I’d like to be affected by the waterfall liquid entering it), a couple of jacuzzis (no liquid in those yet, however I would like some).

The Waterfall Preset I’ve tried gives me just a few globules of liquid cascading down the piece of geometry where I cannot see why it is such a few. (I’d like the to be water cascading down that geometry shape which resembles a waterfall).

Can someone (Chaos ?) give me some pointers, for example, why/how are the water droplets so huge, and so few when the cell size is around 40mm ?? (and there are over 5m total cells).

Also, why does the render look nothing like the simulation ? Where is the foam, the splash, the mist ?

How do I have the liquid in the pool react to the waterfall landing on it ? (i.e. causing ripples in the pool water) ?

And must I make the Liquid Container be as large as the pool if I want the liquid being emitted and cascading down to finally mix in with the pool water ?

Some guidance would be very much appreciated.

Many thanks.




Outdoor_Pool_Waterfall01.zip (540 KB)

Hi,

so, there’s a quick workaround for the problem you have with rendering bubble, splashes, and mist.
- Go to Environment and Effects menu --> Atmosphere and delete PhoenixFD in Effects list.
- Try to render- Notice that the first time the result will be the same and phoenix creates new atmosphere effect.
- Render again and everything should look fine.
We’re working on that problem and you’ll be notified when the problem is gone.
Looks like the scene is corrupted because I can’t reproduce the problem in a new scene. Can you try to create a quick Waterfall simulation in a new scene and render it? Is there the same problem?
If there’s no problem, save the scene and open it, and try to render the simulation again. Which Phoenix version do you use?

For this setup you can create a cascade simulation with two sims - first one for the waterfall itself and the second one for the pool and the jacuzzis.

Here’s some info from the docs:
Cascade Source | usecascade, cascade – Specifies the source LiquidSim to connect this simulator to, forming a cascading simulation. This allows you to join several simulators into a structure with a complex shape. This can help you reduce memory usage by using many smaller simulators in place of a single large simulator. Note that the simulators must be run sequentially and each next one should be started only after the previous one has finished simulating. The Cascade Source parameter points to the previous simulator in the sequence. Also, note that for the simulation to function correctly, you need to have exported to cache the Velocity channel of the grid and of all the particle groups that are simulated in the Source simulator, otherwise the connection will not work properly. Additionally, if you intend to use any additional channels such as RGB, particle IDs or Ages, etc, they also need to be exported from the Source simulator’s Output panel before running the current simulator.

Also, there’s a cascade simulation setup - you can take a look at the Wine example scene here:

And must I make the Liquid Container be as large as the pool if I want the liquid being emitted and cascading down to finally mix in with the pool water?
- Yes, the second liquid container should be as large as you want the simulation to be. After all, the simulation happens inside the simulator. You can make not renderable geometries inside the jacuzzis and the pool and set Initial fill option to them. Just like a half-full glass of wine is made.

Hi,
while investigating your scene I’ve missed that actually, the Atmospherics has been disabled. The workaround which I told you just reset the state and they become enabled again. So, please don’t disable atmospherics in the future :slight_smile:

Just some additional info - smoke and fire of the Phoenix simulator, as well as the bubbles, points or fog of the particle shader, are atmospheric effects - they are collected and rendered by the Phoenix atmosphere and its needs to be Active..

Cheers!

Thanks George and Svetlin, I’m back to working on this again today and will let you know how I get on.

George, if possible, please could you send me the file you said you created this and had no problem so I can take a look at your set up ? I’m looking specifically for this shape pool and waterfall shape and not just a generic waterfall.

Many thanks for your continued assistance.

I’m making good progress but there are a few things in front of me I don’t understand;

As you can see on the attached image, why when I have set my Liquid Source IDs as indicated, I only get liquid coming out from the bottom part of the Polygons which are assigned for the Liquid to flow from.

I would expect liquid to be flowing from all the polygons selected.

Any ideas ?

Thanks.

Check if you have any discharge modifiers enabled for the source. If you started with the preset , probably that’s the reason.
You can find more about this topic here - Chaos Docs

No, there are no Discharge Modifiers enabled (I didn’t know about that until now anyway :slight_smile:

Anything else it might be ?

**** EDIT *****

I went back to basics and tried with just a simple box, and it works fine with that, so there is something with this particular piece of geometry which is giving me issues… :frowning:

If the scene is the same, there is a discharge modifier in the source. Just below the Outgoin velocity there are three dots. Click on them and choose unlink.
This should solve it.

Fixed it by detaching those polygons so that it was a separate object to the water ‘slide’ :slight_smile:

Yay, glad it worked out! Cheers, man!

Thanks Svetlin,

Phoenix FD is a steep learning curve, but once I’d spent enough time understanding the software, it’s actually very good :slight_smile:

Thank you for all your patient help - I know I asked a lot of rookie questions :slight_smile:

A quick question, I too am working on a waterfall. I’m wondering if the Mist particles should be used how i am doing it. I am making the voxel size of the mist like 10, and opacity of like .5, so it’s more like a light fog, otherwise they look like foam drops which isn’t quite what I want.

It’s a matter of taste, so If you get what you want it’s fine. For reference you can check Waterfall quick preset and see the setup there :slight_smile:

Thanks, yeah I"ve been checking that out a lot. Just didn’t know if I was completely abusing the Mist or not, there isn’t much in the way of examples of it. Now to go back to my own thread before I take this one over!