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This page guides you through the process of simulating a fishing trawler sailing in a stormy sea, using WaveForce and an Active Body Thruster.

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 lighting, materials and/or the Phoenix simulation.

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This tutorial explores how to create a stormy sea (with waves around 1.5 meters tall) and simulate a ship sailing at sea as Active Bodies. The ship is powered by an Active Body Thruster, no manual keyframing is needed for the ship animation.

This simulation requires 5.01.00, Build ID: 20220706 and V-Ray 6 for 3ds Max 2018 at the least. You can download official Phoenix and V-Ray from https://download.chaos.com. If you notice a major difference between the results shown here and the behavior of your setup, please contact us using the Support Form.

The Download button below provides you with an archive containing the scene files.

 

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titleDownload Project Files
urlhttps://drive.google.com/uc?export=download&id=15KdOSjTZ9IvY2m5d_sJrhFl4sMKi0VcX

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<iframe width="720" height="405" src="https://www.youtube.com/embed/QZt3AKURIwY?autoplay=1&playlist=QZt3AKURIwY&loop=1" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay=1; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

 

 

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Go to Create Panel > Create > Helpers > PhoenixFD. Create a WaveForce in the scene.

Enable the Massive Wave Force option.

Increase the Fluid Freedom to 1.0.

Create a PhoenixFDOceanTex into the Ocean map slot of the WaveForce. Rename the texture to OceanTex_WaveForce.

Here are the values for the OceanTex_WaveForce parameters set for the tutorial:

  • Control by Wind Speed to 5.0m
  • Level of Detail to 1
  • Sharpness to 1.0
  • Velocity Coherence to 0.3
  • Wave Crest to 1.0
  • Seed to 345443

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Fluid Freedom balances between the strictness of the Wave Force and the free movement of the liquid. When set to 0 the Wave Force strictly follows the used ocean texture as close as possible. Setting it to 1 allows the liquid to roughly follow the ocean texture while maintaining free liquid behavior.

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We set the Level of Detail to 1 in order to get simpler, non-overlapping waves. But we set the Velocity Coherence to 0.3 - so the waves can retain some degree of chaos in terms of wave direction. If you want to create a more rough sea, you can increase the Level of Detail, but keep in mind, the results of active bodies simulation might become less manageable.

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If you want the waves coming from the side of the ship instead of from the front, you can adjust the Z angle in the Coordinates of the OceanTex_for_waveforce. Give it a value of 45.0 or 90.0 for example.

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Let's give power to our fishing trawler.

Go to Create Panel > Create > Helpers > PhoenixFD. Press the ABThruster button and create an Active Bodies Thruster in the scene.

The exact position of the thruster is XYZ: [ -7.33, 0.0, 3.97 ].

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Note that the Active Bodies Thruster helper's X direction is aligned with the ship sailing direction. Make sure you put this helper position right on the ship's Y-axis, otherwise your ship doesn't go in a straight line. In the worst scenario, it might cause the ship to capsize.


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With the liquid simulator selected, go to the Splash/Mist rollout.

Enable the Splash/Mist option. When asked if you'd like a Phoenix Particle Shader generated for the Splash particles, select Yes. This automatically sets up the link between the Splash particles group, the Particle Shader, and the Liquid Simulator.

Rename the new particle shader to ParticleShader-Splash. 

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For additional realism of the simulation, we use Phoenix Plain Force, a simple directional force, to simulate the effect of wind.

Go to Create Panel > the Helpers tab > Phenix and add a Phoenix Plain Force.

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  • The exact Position of the Plain Force in the scene is: XYZ[38.85, 0.0, 5.0]

  • Rotate the Plain Force to XYZ[-90.0, 0.0, 90.0]. Set its Strength to 12.0m

  • Set the Drag to 0.1

  • Enable the Apply Force Behind Icon option

  • Affect Splash and Mist only, remove other particles in the list

With the Plain Force in the scene, run the simulation again.

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Create a Phoenix Liquid Source in the scene by going to Create Panel > Create > Helpers > PhoenixFD > PHXSource.

Set the Emit Mode to Volume Brush. This mode will gradually fill the volume of the emitter with particles.

Press the Add button to choose which geometry to emit and add the Box entry to the Scene Explorer.

 

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Open the V-Ray Frame Buffer and use the Create Layer icon to add layers for White Balance,   Exposure and Lens Effects.

Re-enable both the Depth of field and Motion blur of the VRayCam_Final.

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The final image is rendered using the V-Ray Frame Buffer with the color corrections and post effects set to:

Sharpen/Blur:

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    • Calculate Sharpen/Blur: Enabled
    • Sharpen Amount: 1.0
    • Sharpen radius:0.5
    • Blur radius: 1.5

Lens Effects:

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    • Size: 92.0
    • Intensity:5.3
    • Bloom: 0.400
    • Threshold: 0.050

Exposure:

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    • Exposure: 3.23

    • Highlight Burn: 1.000

    • Contrast: 0.23

White Balance:

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    • Temperature: 9490.000

    • Magenta - Green tint: 0.220

LightMix:

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    • Switch to LightMix mode

    • Set the Self Illumination Multiplier to 3.0

 

Feel free to use other values for the post effects depending on your preferences.

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We make the lights on the ship brighter in post by increasing the multiplier of the self-illumination layer of the Light Mix. We don't increase the strength of the VRayLightMtl, because the latter method might generate unwanted fireflies in the image.

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