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How to use HOT deform to flip dynamic?


navefx

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I made a SOP HOT deform like FInal-render's ocean-plane.

that i want to import the HOT's deform information as a velocity field to FLIP before it hit my RB.

I tried to tranform HOT to a SDF to drive the FLIP sims.

But the result is not good enough.

I want HOT set the FLIP particle's velocity every simulation steps

that i can get a really nice collision dynamic view

Anyone know how to do this?

please show me some thought...

poor english...

thanks in adv.

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You may find that you don't get great results using the HOT surface velocity in a Flip sim. The HOT points don't actually move very far in X and Z, they mostly move up and down in Y. In my experience this tends to fight with gravity and look a bit chaotic and unnatural.

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If you're wanting something to come out of the water, or go through it, do your sim flat first then apply the HOT deformer to the points afterwards.

If you're just wanting to have spray coming from crests, just emit from the peak.

Christian

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DOP Import (or I/O) back into SOPs. Add normals. Stick em into a VOPSOP with the Ocean stuff inside...

You might want to only apply it to points that are still in the main mass (or to a rest position), but see how it looks first, I don't know what you're doing so can't forsee if it'll be much of a problem...

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I've used HOT as a vel for a flip sim before and I thought it worked great. I took a grid that was being deformed by HOT, converted it to a velocity volume and used it to add to the vel field of the flip sim. After the sim was done, I added more detail to the final mesh using HOT not to the points. Adding HOT to the points themselves after a sim, but before meshing) will only do so much unless you have A LOT of points. It's probably better to do it on the final mesh (subdivide if you need) where you'll get and see all the finer details of HOT. Another good thing to do as well is use a vop to blend between a non-HOT and a HOT deformed mesh based on velocity or tz as well. This is especially handy during a big splash sim, you don't want the splash that's way above the surface being affected by the deformer, as well as the stuff that's moving fast.

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