Candide Posted December 11, 2012 Share Posted December 11, 2012 Hi There, I am attempting to create a scene that will procedurally change an object's physical state based on emergent events (impacts for example). I'm not too experienced with the dops context but I assume the sop solver is integral. Here is a dummy scene (hardly worth posting) of a sphere about to hit a groundplane. How could I set up a network that turned the sphere into a flip fluid when it hits the ground, and continues to evaluate as a flip fluid? Ideally I would be hoping to extend this to various other dynamic solvers (smoke for example) solid_to_fluid_test.hipnc Quote Link to comment Share on other sites More sharing options...
sadhu Posted December 11, 2012 Share Posted December 11, 2012 (edited) One of the solutions is to convert the output of dopnet (sphere2) in to source for fluid object using the shelf tool (flip fluid or emit particle fluid) and in source volume dop write expression dophassubdata($DOPNET,"sphere2","Impacts") in activation para to control activation based on collision (impacts data, take a look at hscript expressions) If you have multiple objects (like sphere2) to convert in to fluids upon collision, keep the geo of objs which have Impacts data as input to source volume dop, once it is used as source , delete that geometry. (sorry my net connection is too slow today to upload a file.) Edited December 11, 2012 by sadhu Quote Link to comment Share on other sites More sharing options...
Candide Posted December 12, 2012 Author Share Posted December 12, 2012 A scene file would really help. This is a little over my head. I've been told to use a switch solver with an animated switchValue which makes sense for cloth-rbd sims, but I don't understand how to fully represent an abject as a flip fluid in dops (or how to change dop parms in the same way as I can change sop parms, to affect the switchValue by things like collision, sigh) Any further help would be massively appreciated Quote Link to comment Share on other sites More sharing options...
sadhu Posted December 12, 2012 Share Posted December 12, 2012 (edited) One of the solutions. Hope this helps. Edit : Modified a bit. There were few unwanted operators which I forgot to delete before. Attached a new file dop_emit_fluid_from_collided_obj_modified.zip Edited December 12, 2012 by sadhu Quote Link to comment Share on other sites More sharing options...
ikarus Posted December 12, 2012 Share Posted December 12, 2012 Cloth and rbd objects have similar dop features but a fluid object is a completely different element, and has a completely different data representation. It would be better to split out the stages of your effect and set up a separate simulation for each state. Quote Link to comment Share on other sites More sharing options...
ryew Posted December 18, 2012 Share Posted December 18, 2012 I agree with ikarus - the state changes you discuss are wholly different effects challenges; I'd recommend you break each state change into a distinct effect element to solve and then worry about synchronizing the shape on a particular frame/frames to blend together in comp later. If you're new to DOPs, you're going to have enough headaches trying to art-direct each element on its own, never mind trying to have them transmogrify in a single simulation Quote Link to comment Share on other sites More sharing options...
Candide Posted December 21, 2012 Author Share Posted December 21, 2012 sadhu that is great. Thanks a lot. Great stuff. I really appreciate it Quote Link to comment Share on other sites More sharing options...
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