Phoenix FD 4.30.01 Nightly - Creating Tunnel Waves using the Massive Wave Force

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  • Опубликовано: 30 сен 2024
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    Phoenix FD's Lead Developer Svetlin Nikolov shows the workflow for setting up a simulation of a tunnel wave using the Wave Force.
    Also showing off the new Massive Wave Force:
    - It allows you to simulate waves that perfectly match the Ocean Texture;
    - It can affect not just liquid, but foam/splash as well, and even smoke;
    - It works over the entire volume of the simulator in order to be able to produce tall waves - the old one worked only under the Fillup Level;
    - It will not cap the Ocean texture's Level Of Detail to 6 anymore - you can choose any number that suites you
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Комментарии • 11

  • @hectormercado2506
    @hectormercado2506 3 года назад +2

    Nice!!!
    How do you deal with the border of the simulation. When the liquid level goes down there is a border showing on the mesh?

  • @R1PPA-C
    @R1PPA-C Год назад

    Is there a way to have a windforce affect the foam and splash particles only? and not the whole simulator? I ran into problems when trying to simulate a wind pushing the splash and mist coming from the waves, but with ocean mesh it obvisouly affected the ocean and also made it very obvious where the simulator box ends and the ocean mesh starts. Great Tutorial , thank you, it's answered a lot of questions, EDIT> is there a way to remove the hard edges of this sim? or turn this into an ocean mesh that follows the wave or do we just have to create a really wide simulation box ?

  • @carlososa5155
    @carlososa5155 3 года назад

    Ah, I expected to hear famous Svetlin Nikolov behind the mic :) Can't wait to dive into Phoenix. Thanks for the tutorial!

  • @livegamers7849
    @livegamers7849 3 года назад

    one big issue found is phoenix fd 2021 ocean mesh.
    when using ocean mesh depending on the size of the box the ocean just fills up the view port rendering problems at export times.
    it is a bit ussue because the camera view or anything human is viewing throught he viewport should only render but since the unwanted areas have large amount of particles 3d max bogs down in render time.
    it should be like ocean cap you create a box and water stays contained and not all over viewport unwanted area but as you zoom out the ocean becomes small.
    you need to rework on ocean mesh so that it uses less particles ignore out of camera view particles than render will be fast.

    • @GeorgiZhekov
      @GeorgiZhekov 3 года назад

      Hey,
      The ocean mesh is already generated only in the camera view. If your viewport performance gets slow you can turn off the mesh and particle previews in the Preview rollout of the simulator. If you need more control on how fast the ocean renders - changing the Ocean subdivs in the rendering rollout will balance between speed vs quality - so less subdivs will mean faster ocean generation and low memory consumption, but lower quality mesh, while high subdivs will increase the quality at the expense of render time and memory.

  • @hassanpainter7846
    @hassanpainter7846 3 года назад

    I like it so much ..

  • @RnBoy15
    @RnBoy15 3 года назад

    Hello! When will be this version available?

    • @SvetlinNikolovPhx
      @SvetlinNikolovPhx 3 года назад

      Hey, if you have a Phoenix license, you can get a nightly build that has the Massive Wave Force here: nightlies.chaosgroup.com/#/phoenix4max/nightly

  •  3 года назад

    great tutorial, thanks Svetlin

  • @ronydey2696
    @ronydey2696 3 года назад

    Great tutorial sir these is really so important hi sir myself Rony an VFX student from India