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This page provides a tutorial on creating a Ship in the Ocean simulation with Chaos Phoenix in 3ds Max.
Overview
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This is an Advanced Level tutorial. The workflow for setting up the shot, and the Phoenix settings involved in the simulation are explained in detail. However, creating a production quality shot of a similar nature may require some tweaks to the it's recommended that you have at least basic knowleage in lighting, materials, and /or the Phoenix simulation. |
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Units Setup
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Geometry Setup
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If you find that the speed of your vessel is too high and the waves generated at the front are too big, you can easily reduce the speed by setting the Translate Y values to a lower number. Please check the example videos below. |
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Consider the Simulator size required by a meteor flying through the air or a ship sailing through the ocean - the simulation time and memory requirements of a Simulator spanning the entire path of the object would be enormous. Instead, Phoenix provides a feature called Motion Inertia that allows you to confine the simulation to a small portion of the path of a moving piece of geometry. This allows you to link the simulation box to the geometry and reduce the size of the grid to a more manageable resolution. The movement of the Simulator in your scene will then affect the liquid inside the grid. This is an immense performance boost that you should aim to take advantage of whenever possible. |
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In this tutorial, the Foam particles that generate the trail of the ship are created from Splash particles. Splash particles, on the other hand, are born when the liquid surface is turbulent. Not only will the simulation look better but you get foam and splashes for free. Check the FLIP Particles Life Cycle page for more info. If you'd like to have greater control over the foam trail at the back of your vessel, the most straight-forward approach would be to use this exact same technique mixed in with a different Outgoing Velocity, Modifiers, Texture maps for the Outgoing Velocity, or even using the Noise parameter of the Phoenix Liquid Source. |
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Here's how this works:
This is done with the intention of preserving the liquid volume. X amount of liquid produces Y amount of splash particles. Then, when the splash particles enter the water, they are converted back into liquid particles. So Y amount of splash particles is converted back into X amount of liquid. This process is controlled by the Affect Liquid parameter at the bottom of the Splash/Mist rollout. The default value of 1 is what Phoenix considers a physically correct behavior that preserves the liquid volume. |
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The Liquid → Splash → Liquid example above is correct only in case the Affect Liquid parameter is greater than 0. If set to 0, Liquid particles are NOT killed when generating Splash particles, and Splash particles are NOT converted into liquid when they enter the body of water and die. |
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The Foam Lifespan is your main control for the length of the foam trails to the side and in the back of the ship. If a shorter foam trail is required for your simulation, reduce the lifespan accordingly. Also note that the longer the trails are (the higher the lifespan), the more bubbles will accumulate during the course of the simulation - this has the potential of slowing things down and consuming more memory. |
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Rendering
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If you happen to notice a discrepancy in the detail between the water in the Phoenix Simulator and the rendered infinite ocean, increase the Ocean Subdivs parameter in the Rendering rollout. This will generate additional vertices for the infinite ocean mesh for each pixel of the rendered image which makes it possible for the Phoenix Ocean texture detail to come through. Keep in mind that increasing the Ocean Subdivs will cause rendering to consume more RAM so only do this in small increments. 1-3 Subdivs should suffice for most setups when rendering at Full HD 1920x1080. When rendering at a lower resolution, a higher Ocean Subdivs value may be necessary. |
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Water Material
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Ocean Bottom
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Phoenix Particle Shader
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Lighting & V-Ray Render Settings
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Multiple Ships Setup
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