It is currently 22 May 2013, 02:00

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 115 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11, 12  Next
Author Message
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 03 Apr 2012, 15:29 
Offline

Joined: 22 Nov 2011, 00:00
Posts: 23
Well, I guess I dont fully understand your fluid box implementation.. Usually (Mooootzooooid hehe) you define a area where the simulation take place.. But for PhysX it doesnt seem to matter how small or big the Fluid box is, it seems to simulate anyway?

Another thing.. Substeps only seem to impact CPU rendering.. When doing higher substep simulation on the GPU, the simulation takes longer time but its always looking the same (And the substep seems to correspond to a high CPU number, because its always very stable on the CPU).. So doing GPU substep 0, goes super fast, and looks super nice! Great project Mr. Core!

Ooh and another thing.. Is there anyway to define the collision distance for collision objects? My collision seems to happen quite far away from the actual polynormal...


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 03 Apr 2012, 15:59 
Offline
User avatar

Joined: 10 Aug 2011, 12:35
Posts: 93
Location: Kharkov, Ukraine
>>Usually (Mooootzooooid hehe) you define a area where the simulation take place..
Here is different approach, like Lagoa - physx doesnt require any containers. Honestly saying, in GPU mode ( due to memory restrictions on videocards ) there is invisible container defined by Approximate Fluid BBox Length parameter , I cant say in which way it is centered because I cant see px sources but you could consider something like boxcenter = first emit position. There is relation ship between bbox length and sim speed, less length = higher speed, but once particle will reach border of box - it will be dropped ( looks as fall down through all objects in the scene )

>>Is there anyway to define the collision distance for collision objects?
Try to manually change these parameters inside of the central compound:
http://clip2net.com/s/1LFrP


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 03 Apr 2012, 16:03 
Offline

Joined: 22 Nov 2011, 00:00
Posts: 23
Thanks a bunch for the explanation!! :) Im very very excited about your fluid simulation!


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 03 Apr 2012, 16:11 
Offline
User avatar

Joined: 10 Aug 2011, 12:35
Posts: 93
Location: Kharkov, Ukraine
Thanks, but its not mine, its physx :D


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 03 Apr 2012, 21:34 
Offline

Joined: 22 Nov 2011, 00:00
Posts: 23
Well, you know what I mean ;) I wil play with this baby for two-three weeks now. And post test meanwhile :)


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 04 Apr 2012, 19:46 
Offline

Joined: 22 Nov 2011, 00:00
Posts: 23
Uhm.. Im doing different water scenes. So I created one model, which each contains some objects and a point cloud. Now I get a error message trying to run more than one pointcloud ice simulation, which is fine. But usually hiding the "inactive" pointclouds is enough (or disable the ICEtree) to stop them running, but I still get a "not more than one instance is allowed" error message... Now I solved this by deleting the inactive models, run the one I want active once, and then hit undo and hide the other icesimulations... Would it be possible to fix, so just hiding the "unused" ones would be enough?

I love it by the way.. First test http://www.highendcams.se/Forsrannan.mov


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 05 Apr 2012, 01:29 
Offline
User avatar

Joined: 09 Jun 2009, 11:59
Posts: 555
Location: warsaw
cool, its for some 2.5d game?

_________________
http://vimeo.com/origin/videos


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 05 Apr 2012, 10:37 
Offline

Joined: 22 Nov 2011, 00:00
Posts: 23
No not a game, but some tests for a amusement park layout :)

Stumbled onto a problem with one test setup.. The particles seems to get stuck on the emitters when I use more than two emitters :/ I tried to get rid of them with a delete by volume node but it didnt seem to want to play.. Any ideas mr Core?

http://www.highendcams.se/Niagara.mov


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 05 Apr 2012, 10:56 
Offline

Joined: 22 Nov 2011, 00:00
Posts: 23
Ok, tested some dynamic collision.. Get some funky movement, that I dont seem to be able to get rid of.. Will test more soon.. http://www.highendcams.se/The_Racer.mov


Top
 Profile  
 
 Post subject: Re: PhysX Fluid Simulation in Softimage ICE
PostPosted: 05 Apr 2012, 11:27 
Offline
User avatar

Joined: 25 Jun 2009, 23:35
Posts: 238
PeterCGS wrote:
No not a game, but some tests for a amusement park layout :)

Stumbled onto a problem with one test setup.. The particles seems to get stuck on the emitters when I use more than two emitters :/ I tried to get rid of them with a delete by volume node but it didnt seem to want to play.. Any ideas mr Core?

http://www.highendcams.se/Niagara.mov


mr Core said something about this in an earlier post -

mrCore wrote:
>> cannot seem to add or delete particles or use age etc without the solver failing.
It is my limitation, I will finish these features after implosia's release and it must be the same stable as built-in particle simulation node:)


The sticking to geometry I can get rid of by lowering friction and restitution on obstacles to 0.005 and setting friction on fluid properties also to 0.005. possibly has drawbacks to use low values like that though...

By the way, thanks mr Core for that vorticity scene. It works but in my scene it gives me a lot of jittering/noise with particles changing values each frame apparently. I fixed it by hooking up a 'smooth color' compound and now it looks great.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 115 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11, 12  Next

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: Google [Bot] and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group