HELP I am really not sure what I am doing wrong with this setup. I Think I am working with the correct settings, but the splash just doesn’t ever look waterfallish. Firstly I cannot seem to capture the motion blur of the splash that you see with a waterfall even though velocity is exported and the camera is rendering with motion blur.
Also, I really just want to get that pooling of mist effect at the bottom of the drop, that seems to be eluding me also.
I would really love for someone to look at this and let me know what I should be doing in order to achieve a better looking fall.
For the Motion Blur:
Go to the Particle Shader of the Splashes and scroll till the bottom of the General settings tab. There you will find the “Motion Blur Multiplier” option. When increasing its value you will affect only the Splashes’ Motion Blur.
In addition, you could experiment with different Modes of the Particle Shader to create more interesting results.
For the Mist:
As I can see from your scene, under the Splash/Mist rollout the “Splash to Mist” amount is quite low, so you may consider increasing it till you achieve your desired result.
For reference you can check how our Waterfall preset works. Other thing that could help you is the template scene “Liquid Cascade simulation”, located in our documentation: https://docs.chaosgroup.com/display/…emplate+Scenes
hey, nah I tried that also.. same deal.. as wide as the overlap is then that weird bar is present. I even tried having the grids barely touching each other but then it just failed completely.
Yup, if you can send over the scene it would be best. Are you starting from the template scene btw? Are your Phoenix and V-Ray versions up to date also?
I’ll get something attached to here tonight when I am back home. I am on the latest version of Vray and Phoenix as of about 2 weeks ago.
I created a new sim but based on the way the cascading one worked. I have three grids. Grid 1 has the emitter in it, grid 2 overlaps gird one and the cascade solver is set to 1. Grid 3 over laps grid 2 and the cascade solver is set to grid 2. I have three shaders (foam, mist and splash) all with the relevant particle types from all three grids in and the solver is unticked. The particles cascade across all three, just that really weird bar.
I’ll attach something later. A question I had which I may as well put here also, how does grid sizing work. All three grids are different sizes (hence using cascading) but what it she line of thinking about cell size.. How do you align the cell size across different grids when they are all different sizes to ensure consistency of the cascade?
We can’t seem to reproduce the problem here with Phoenix version 2020011029790 from 10 Jan, and V-Ray from the same day. Simulating the 3 sims in sequence and rendering works correctly. We are doing a lot of changes so there are some bugs in the nightlies now and then - the exact version (called Build ID) of your nightly from the About box would save some time in reproducing the issue.
I also highly recommend this page to everyone using Phoenix since here we summed up all the essentials that might make a big difference for your work: Phoenix for 3ds Max
also, on cascading… how do you manage the grid sizing - that is something I haven’t seen referenced anywhere.. it is just a matter of eyeballing the cell size per grid based on the little indicators when you zoom in?
Are you able to put a couple of screenshots in of the end result. I am just not getting the rendered particles to work at all. The sim flows through.. but they may as well be different with the way they look. Both Vray and Phoenix nightly builds are in place.
Frame 130 from the first and second grids. Fresh version of the file incase I have moved a grid trying to figure out what is wrong with it. Frame130.zip (3.08 MB) Watrfall_cascade_whaaaaat.zip (640 KB)
This is frame 153, you can see even with this crappy low res sim - the foam should line up perfectly, except for the dead zone in the middle. Sorry for the flood of posts but I thought all of this may help.
Yess, we reproduced it here, thank you! Stay tuned for more info, but for now it seems it might be related to the cascade sims producing two separate meshes…