I am trying to simulate a space ship coming out of the water, but am experiencing multiple issues that have me scratching my head.
1st issue: My liquid mesh results are very globby-looking. It makes my ship look like a toy emerging from a bowl. I know that this usually has to do with the scene scale being too small, but I believe that my scene scale is set up correctly. Maybe I am wrong though? My BOSS alembic guide mesh is 30x30 units, so it slightly bigger than my grid, and the live-action video plate that I'm planning to composite the rendered sim into has a river that is about 30m wide. For my bifrost liquid I'm using the standard 9.8m/s gravity value and my density is set to 1000 in my emitter properties.
2nd issue: Before the top of ship even breaks through the surface, my particles start violently dispersing and forming a 'shockwave' that goes out to the bounds of my emission region (cylinder). When I set my emission region to be a cube, same thing occurred except it was a square shockwave instead of circular. I don't have 'boundary' enabled for my emission region, so the particles do not collide with it and the liquid container auto-scales, however the shape of the shockwave mimics the shape of the emission region. I don't understand why the ship displacing the particles creates this intense wave so far away from it, before there is even a bulge [for lack of a better word ๐] above where it emerges.
I've attached pictures that will hopefully explain what I'm describing. Happy to share more info or my project file if needed.
Bonus question: Does anyone know what the standard number of units Maya's grid should have? Because I saw somewhere that it is 12, however mine has 24 units. Perhaps this is contributing to what's throwing me off?
Solved! Go to Solution.
Solved by morten.bojsen-hansen. Go to Solution.
For your first issue, did you try lowering the master voxel size? Having a too high voxel size will add small errors in the simulation that tend to show up as unwanted diffusion/viscosity.
If you are confident it's not a scene scale issue then I think we will unfortunately need to see a scene file to determine what the problem is.
I would also try a lower master voxel size. These kinds of scene need a very low value.
Thank you for the suggestion. I lowered the voxel size to 0.04 and am getting much better results now.
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