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Pump direction


zoso060

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I'm trying to get a pump to pump a fluid along an arbitrary axis. I used the shelf-tool to set it up. I'm relatively new to all this.

The problem is that the velocity vector specified in the Fluid Source SOP is passed to the DOP network without taking any rotations (at Object or SOP level) applied to the pump source into account. However, the visualization streamers displayed by the Fluid Source SOP are correct.

Ex:

/obj/pump/create_v_volume/vel_uniformvel = 0, 0, 1

At the Object level, I'm rotating 90 about the y-axis. So I expect my pump to be pumping along the X+ axis (as my streamers indicate). However, this isn't the case, they continue to pump along the Z+ axis.

My Source Volume DOP node is set to use the object transform (and it works for translation). I think this is because the transforms are never applied to the pumpvel field (which makes sense). However, I feel that rotating a pump must be pretty common and there must be a relatively easy/standard way of doing it?

Thanks,

Jesse

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Guest mantragora

1. Don't suggest yourself with how velocity looks in SOPS. For velocity filed visualization in DOPS you got Guides->Visualization TAB on your smoke/pyro object. There you will find velocity.

2. You can inherit motion of the OBJ on geometry level when you turn on Add Object Motion on Velocity->Object TAB of Fluid Source.

The only problem is... it still doesn't work how you would like :D.

I don't know. If I added animated rotation to the Pump source OBJ and turned on Add Object Motion on Fluid Source SOP, it takes rotation into account and velocity (and smoke with it) rotates. But without animation it doesn't pickup any change in OBJ rotation and pumps it like if there was no rotation.

Edited by mantragora
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1. Don't suggest yourself with how velocity looks in SOPS. For velocity filed visualization in DOPS you got Guides->Visualization TAB on your smoke/pyro object. There you will find velocity.

2. You can inherit motion of the OBJ on geometry level when you turn on Add Object Motion on Velocity->Object TAB of Fluid Source.

The only problem is... it still doesn't work how you would like :D.

I don't know. If I added animated rotation to the Pump source OBJ and turned on Add Object Motion on Fluid Source SOP, it takes rotation into account and velocity (and smoke with it) rotates. But without animation it doesn't pickup any change in OBJ rotation and pumps it like if there was no rotation.

That all makes sense to me. I guess I can just use a VolumeVOP to rotate the velocities manually. Thanks for looking into it.

Jesse

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