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Found 6 results

  1. Hello! I am building a flocking sim, and I am trying to get the turn information to propagate across the flock like a wave. I am using particles as "birds", so each particle represents a bird. I am trying to figure out how to use a ripple solver that uses a volume to broadcast the velocity information of each particle at each time step out to the rest of the flock, so that the turn information moves through the flock in a wave-like fashion. LMK if that makes sense and if you have any suggestions! Right now I just don't know how to read the velocity information of a particle into the ripple solver, and then ripple that information out to the other particles. Thanks!
  2. Hi guys, I tried to use a "Ripple Solver" and everything is ok when I use it on a deforming grid object, but when I use a deforming tube, it doesn't work. How can I fix it? Thanks for helping. Ripple Solver_01.hip
  3. Hello ppl. I'm trying to figure out an issue with my simple ripple solver setup. The grid over which i'm triggering ripples, seem to moving down the Y direction slowly throughout the simulation. What am i missing? Attached the scene. Thanks! Ripples.hipnc
  4. hey! I'm doing a water surface using the ocean tool under H16.5 and it's all good so far, now I want to intriduce a little wake in the deformed surface. I'm not using the displacement pipeline so I have the actual geo that I can bake and then apply the wake. is the ripple solver the right way to go? I'm struggling to combine the two effect and to apply the ripple solver on a moving object...any idea?
  5. Hi! I wonder if it's possible to use the ripple solver, either before or after meshing a flip sim, to get extra details on the surface. I've tried to transfer the fluid surface mesh positions to a grid, so the geometry stays constant, without much success. I've looked some other threads but all the examples uses a static geometry. Any idea? Thanks!
  6. JP Shep

    Ripple Fade

    Hello, I have a ripple sim created with a sphere moving through a grid and the points deforming based on the velocity transferred to said grid. What I am trying to do is isolate the geometry based on where there are ripples via colour then as the rippled geo begins to settle back into what it was originally have that colour fade back to black. I'm halfway there I think. I was able to isolate the rippling parts of my grid by using a facet to compute its normals and then a point SOP to add colour based on the normal in it's Y (@N.y < 1). I was thinking of trying to use a vop or another point sop to make it so when the normal is between x and y multiply the color by 0.95 to get it to fade over time but was wondering what other ways I could try to do this. Cheers, JP ripple_example_1.hipnc
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