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This page provides a tutorial on creating a Ship in the Ocean simulation with Chaos Phoenix FD in 3ds Max.
Overview
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This is an Advanced Level tutorial. The workflow for setting up the shot, and the Phoenix FD 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 FD simulation. |
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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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Simulation
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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 FD provides a feature called Inertial Forces 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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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 FD considers a physically correct behavior that preserves the liquid volume. Note: 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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Droplet Surfing is your main control for the width of the foam trail. Increasing it allows the liquid and splash particles to spread out by sliding over the liquid surface, instead of immediately stopping when they hit the liquid mass. Since Foam is born by the Splash particles, this would allow the foam trail to become wider. Reducing Splash Threshold would further enhance the effect. |
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