meeotch Posted November 20, 2009 Share Posted November 20, 2009 I'm working on a SPH (particle fluid) splash that needs to be highly directable. I'd like to implement a "sculpted" or "scripted" force to drive the particle fluid, along the lines of a scripted daemon in Realflow. So basically, defining a force through straight-up math, or by math derived from the placement of some control objects/curves/etc. My guess is that one way to do this is through the VOP Force node, but my experience with VOPs is pretty limited, and the VOP Force doesn't seem to have any examples. Can anyone point the way to some examples (or offer alternative suggestions)? I have a feeling I'm about to find out how deep the rabbit hole goes. Quote Link to comment Share on other sites More sharing options...
meeotch Posted November 20, 2009 Author Share Posted November 20, 2009 Crap - sorry for the double-post. Browser fart on my end. Can some helpful admin consolidate the threads? Quote Link to comment Share on other sites More sharing options...
mrice Posted November 21, 2009 Share Posted November 21, 2009 If you havent seen it search the help for the "Popflow" example. Thanks to whoever at sidefx made that. It shows how you could go about controlling SPH with SOPs and POPs. I'm not the authority, but whenever I've tried to get fine control over simulations directly in DOPs, it becomes a fight against the internal forces that make the solver behave like a fluid (damn gas project non divergent DOP, it always wins). HTH Quote Link to comment Share on other sites More sharing options...
pclaes Posted November 22, 2009 Share Posted November 22, 2009 Although I have not tried it yet myself, the techniques of creating a custom vector field to modify the velocity should be able to be used with sph as well: http://www.peterclaes.be/tutorials/PeterClaesThesis/index.html Quote Link to comment Share on other sites More sharing options...
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