mranosa Posted October 10, 2015 Author Share Posted October 10, 2015 Ok now i return to the same point! The problem is that i don't want to use the ocean. I just want to use a deformed grid to represent my wave in the flip simulation like this deformed grid, i want it to drive huge waves in my simulation. Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 10, 2015 Author Share Posted October 10, 2015 i reached this point now i used my deformed grid as a static object under the flip to make it goes up look at this video to understand better but now i need the water which is behind the wave to be higher than that :\ Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 12, 2015 Author Share Posted October 12, 2015 Where are you guys :'( Quote Link to comment Share on other sites More sharing options...
radurock Posted October 13, 2015 Share Posted October 13, 2015 What you can try is creating a bent plane in the rough shape of a tsunami and modify the normals so that they point upwards, along the shape of the plane ; then transfer the normals to velocity and advect that velocity to your current sim so it gives you an extra push. You could also use a clip on the SOP plane and animate it from bottom to top so that you gradually feed in the velocity into your sim. Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 13, 2015 Author Share Posted October 13, 2015 (edited) Can u send me a file please cauze i m still learner so it would be easier Edited October 14, 2015 by mranosa 1 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 13, 2015 Share Posted October 13, 2015 Where are u am sorry i am impatient cauze it is for a project for a company Can u send me a file please cauze i m beginner What did you use as your pitch to win the job then? Odforce isn't the place to crowdsource your work. Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 13, 2015 Author Share Posted October 13, 2015 LOL it is not a job , it is just a company needs something like this but i can't explain more , so please if u can help me please do this ! I don't let anyone do my work it is just like an educational project , so i try to find help anywhere Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 13, 2015 Share Posted October 13, 2015 Well, the post you made with the wave takes <10min to setup. I would suggest going back to the basics as the help you need is at the elementary level. Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 14, 2015 Author Share Posted October 14, 2015 (edited) I learnt the basics and studied a lot on the flip fluid concepts but i m still learner but not that beginner that doesn't know anything Edited October 14, 2015 by mranosa Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 14, 2015 Share Posted October 14, 2015 I learnt the basics and studied a lot on the flip fluid concepts but i m still learner but not that beginner that doesn't know anything Are you aware that to do a big project you break it into little chunks and work on those before moving on? Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 14, 2015 Author Share Posted October 14, 2015 Yeah i know but i need the starting point for the project I am studying waves and the formation of it and its forces and physics and am trying to take a more deep look into microsolvers and the fields Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 14, 2015 Share Posted October 14, 2015 Great! So do a little test with those, upload it and we can work on it. This is much better than the 'tasty talk' of your previous posts. You may not be aware but it reads as 'give me, give me, give me' Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 15, 2015 Author Share Posted October 15, 2015 xD i am sorry i can't express what i mean well as my English is really bad Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 15, 2015 Author Share Posted October 15, 2015 I just added uniform force but the water drags forever LOL Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 17, 2015 Author Share Posted October 17, 2015 I reached this by making a uniform force and keyframed the force from 5 - to drag water backwards - to - 5 to drive water in the opposite direction to form a wave like This Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 17, 2015 Author Share Posted October 17, 2015 Don't forget to make the force set always to get it work with keyframes Quote Link to comment Share on other sites More sharing options...
Malf Posted October 18, 2015 Share Posted October 18, 2015 I think the approach for this should change depending on the camera location and how close to the wave you actually are.For example, the reference you posted (San Andreas tsunami) I'm guessing the shot from above was a deformed mesh and then emitting spray/mist off it. Personally I would be blocking in the timing/speed/action with a deformed mesh to begin with. That's going to get you something to start with, then using that information to drive a potential flip sim of the entire thing is the next step. Or potentially cheating it and hiding collision areas and the crest with lots of spray/mist. Cheers Jake. Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 18, 2015 Author Share Posted October 18, 2015 Thank u but how about my approach? Quote Link to comment Share on other sites More sharing options...
danw Posted October 19, 2015 Share Posted October 19, 2015 (edited) I would recommend as a starting point, you maybe ditch attempting to apply "forces" to flip fluids, and try using collision objects instead. Forces are a bit of a misleading idea - gravity and tital forces exist, but they're not exactly what causes a wave to form (at least in a simple sense). Waves are mainly caused by compression of the fluid... more compressed - larger wave... less compressed, deeper dip between waves. If you push against water, it has to get out of the way... The simplest way to brute-force that effect is to literally hit the water with a passive collision object. Try putting a large cube at the back, slightly wider and deeper than your sim domain... now, maybe animate it with a sine-wave... ie, put <strength>*sin($T*<speed>) into the Translate X (or Z) channel. <strength> will be a number to make the rocking action larger, and <speed> will be a number to make the waves more/less frequent - vary those numbers to change the overall effect. That will give you a very basic setup to create larger/smaller single waves that actually behave something like real waves. Edited October 19, 2015 by danw Quote Link to comment Share on other sites More sharing options...
mranosa Posted October 19, 2015 Author Share Posted October 19, 2015 Nice idea but can u make a simple hip file for this to get the idea better please? Quote Link to comment Share on other sites More sharing options...
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