Fostertron Posted October 14, 2015 Share Posted October 14, 2015 Hi guys, What's going on here!? I'm simply trying to push the hull through the water. I've simulated several primitives using the splash tank but as soon as I place this hull in, I can't seem to get anything working. There seems to be an issue with the collisions but I'm not sure how to troubleshoot it: Here's the scene too for your amusement Hull Splash Tank.hipnc I'm tearing my hair out here so any help would be great! Kyle Quote Link to comment Share on other sites More sharing options...
Atom Posted October 14, 2015 Share Posted October 14, 2015 Your scene file is useless without the externally referenced Hull new.obj file. Quote Link to comment Share on other sites More sharing options...
Fostertron Posted October 14, 2015 Author Share Posted October 14, 2015 Oh yeah! Sorry, I forgot! https://www.dropbox.com/s/sesgay4m2jz8sq9/Hull%20new.obj?dl=0 Since it's the first time I've imported a model from nurbs, I'm guessing there may also be issues with the model. Thanks for letting me know, Kyle Quote Link to comment Share on other sites More sharing options...
Atom Posted October 14, 2015 Share Posted October 14, 2015 (edited) There is something wrong with that boat hull geometry or your setup. When I enable the Collision Guide under the RDB Solver nothing appears. That is why no collision is happening. I did rebuild the entire scene using a FLIP tank and your boat hull. The same thing occurred. However, when I disabled Use Volume Based Collision Detection everything started working. I also replaced the Hull Boat model with a simple box and volume based collision does occur. One thing of note, the Normals look weird on the boat hull, I could not correct them using Facet or Normal nodes. If you can re-export the HULL maybe you can correct that in the original 3D package that the boat came from? Perhaps rebuild your scene and try non volume based collision. Hull FLIP Tank.hipnc Edited October 14, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted October 14, 2015 Share Posted October 14, 2015 (edited) Ok, after playing with this some more I came up with a solution that worked in my scene, give it a try in your scene. Basically convert the boat hull to VDB then convert it back to polygons. I noticed immediately that the Normals were fixed and this caused the volume based collision to work. Some info on configuring collision. index.php Edited October 14, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
Fostertron Posted October 14, 2015 Author Share Posted October 14, 2015 Wow, thank you Atom, I think I can finally make some progress now and hopefully, I can continue for a while without being spoon fed like this. Normals can also be an issue in the software I use so I should have known. Thanks again, you've made my day! Kyle Quote Link to comment Share on other sites More sharing options...
Fostertron Posted October 17, 2015 Author Share Posted October 17, 2015 (edited) Hi Guys Thanks to Atom, I've been able to do some quick tests and I'm quite pleased with the results so far considering it's mainly the standard settings: In order to do a larger simulation with a lower particle separation, I'd like to move the hull to the front of the tank instead of being central. There's a lot of wasted particles at the front of the tank. I thought it was the 'centre' parameter in Wavetank but every time I try to change it, nothing happens to the sim and the value snaps back to the original. Is this option locked or am I looking at the wrong parameter: Thanks again, Kyle Edited October 17, 2015 by Fostertron 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.