hall Posted February 3, 2014 Share Posted February 3, 2014 (edited) Hi! I'm working on a pretty simple solution for ship simulation, the problem is that the splashes on front of the hull don't looks exactly as expected. here's some of my results My scene has static object RBD for the collision. https://www.dropbox.com/s/cssf7ustvm6l7ou/grid_following_004_take_001.mp4 https://www.dropbox.com/s/22kvoi3268zjjxk/grid_following_004_take_002.mp4 I saw some amazing results for that question in the battleship RnD from Graham Matthew But I don't know what does his splash custom means. Thxs for any support! Edited February 3, 2014 by claudiohick Quote Link to comment Share on other sites More sharing options...
XRM Posted February 6, 2014 Share Posted February 6, 2014 hi You can create custom forces around the edges of your collision object using a vopsop. Just pipe in a noise to the v input inside the vop. Connect a fluid source to it. Then use it inside the dop. Thats it. I will add an example file later. Happy Simming! Quote Link to comment Share on other sites More sharing options...
hall Posted February 6, 2014 Author Share Posted February 6, 2014 Yes, I did that, but the collision object (the hull), turn into a box not respecting the original shape for calculate the vel. Quote Link to comment Share on other sites More sharing options...
gramx Posted February 9, 2014 Share Posted February 9, 2014 Hi To get around the bounding box problem I used points from an object with a VOPSOP to add velocity and curl noise see attached hip:- pump_from_object2.hipnc G Quote Link to comment Share on other sites More sharing options...
bloomendale Posted February 9, 2014 Share Posted February 9, 2014 imho there is a difference between using fields for injecting vel (noise in this case) and applying it directly to points. I'd stick to points.you can sample ship sdf to supress noise farther some threshold distance from the hull and add that noise as force to points. another option is to use vel field from HOT implementation (Ocean Spectrum/Evaluate) to add around the ship ... Quote Link to comment Share on other sites More sharing options...
hall Posted February 10, 2014 Author Share Posted February 10, 2014 thx for attention guys! Graham, your setup works fine but as bloomendale said it has a small difference when u apply noise directly in the field vel. anyway, I just think if it works to control the shape then there isnt problem. bloomendale, I'm not quite sure if I understand your idea using HOT implementation. Please, could you post a sample? Thank you. Quote Link to comment Share on other sites More sharing options...
Sankar Kumar Posted February 26, 2014 Share Posted February 26, 2014 (edited) Hi! I'm working on a pretty simple solution for ship simulation, the problem is that the splashes on front of the hull don't looks exactly as expected. here's some of my results My scene has static object RBD for the collision. https://www.dropbox.com/s/cssf7ustvm6l7ou/grid_following_004_take_001.mp4 https://www.dropbox.com/s/22kvoi3268zjjxk/grid_following_004_take_002.mp4 Hi, claudiohick nice work, Can you explain how to get moving flip set up.. Do you emitt fluid from one end of the grid and let it flow to the other end.. need little info about your "grid_following" simulation wips Thanks in advance.... Edited February 26, 2014 by sankarakumar Quote Link to comment Share on other sites More sharing options...
hall Posted February 26, 2014 Author Share Posted February 26, 2014 hey man! its the default from ocean shelf in h13, it will asks for an object to follow, just select your animated object 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.