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Showing results for tags 'wave tank'.
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Hi guys, I want to simulate two (or more) boats in a large ocean, so I tried to use the "Wave Tank" from the shelf, but it creates a following fluid around one of them, and I don't know how should I add the second (or third) one to the sim. Most of the tutorials show how to make it with one boat. I think I should merge the "Particle Fluid Masks" of them..! I would appreciate any ideas. Two Boats_02.hip
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Hi , i tried everything but i am missing something. Creature comes out from water but "wave tank" gets empty. Here is the file. Could you please help me ? Rergards forum.rar
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- fluid sims
- wave tank
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Hey there, I'm rendering an ocean wave tank that I setup via shelf tools and I'm getting very strange artifacts in my renders at various frames. Sometimes the tank completely disappears and I'm not sure why. There will also be jagged shards of geo popping up ever now and then and I can't for the life of me figure it out. I don't know if there's some discrepancy between the size of my bounding boxes which is causing this odd behavior. If anyone has time to take a look I'd really appreciate it! ocean_js.zip
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Hey all, I' doing some Rnd on mixing the ocean deformer with the wave tank simulation and I have some question. I searched the forum and found some answers, but not much since houdini 13 is out. I'll link my attempt to this post and hope people can chip in too. OceanDeformer_And_WaveTankFlip_v001_dk.hip - First of all, the basic wave tank setup set in dop an advect by ocean node with velocity treat as wind and air resistance set to 1. With this setup, the wave velocity seem to loose a lot of velocity every frame so the ocean wave start to smooth gradually. It also seem to adding a lot of drag to particle splash when an object collide with the ocean. So I uncheck the treat as wind to get ride of the air resistance. Any better idea to keep wave velocity from the initial ocean deformer ? - I have also some difficulty to understand how to blend the two together the ocean deformer and the flip sim. I think i'm not so far from a good solution, but there is still some weird edge in the blend. I searching to create a gradual blend between the border of the flip sim and the ocean deformer, and I think it must be setup in the ocean source in sop using the boundary layer, the sink, and surface fields. At the moment, the boundary seem to create an edge at the limit of the boundary. any advise on this part to setup the ocean source correctly? it will really help to mix the 2 mesh(flip sim and ocean deformer) after if there is a nice blend between the two. - at the meshing stage, do you fuse the 2 grids together or it's a blend done in compositing. If it done in comp, do you setup a kind of fading opacity on the border of each grid to get a nice blend ? I hope people got some interest in this thread and it could be like the one about displacement on fracture geometry . If there is already a post about this subject could someone give me the link please. Doum