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How to Simulate Helicopter Field


APG

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5 minutes ago, Atom said:

Here is a particle setup for helicopter dust, maybe you can modify it to produce a field? For FLIP you may want to take a look at a GasVOP for modifying the field prior to being processed by the FLIPSolver. It looks basically like an expanding circle/ring with noise.

Thank you for your reply

I saw your example,The field of the fluid was also tested.

But my effect is poor.It is difficult to keep the force field in balance

It is difficult to get details.

I am currently studying the effect of raindrop ripples.

Using a simple velocity field seems difficult to control.

I do not know what to do

QQ截图20170110221747.png

QQ截图20170110221747.png

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Hi, I never tried this but have been gathering materials on this topic for a while.

Check those links

https://rotorcraft.arc.nasa.gov/Research/Programs/brownout.html

Fig3-5.JPG

The simplest way that comes to my mind is to manually paint curves based on those images. Then from curve tangents generate vector field which you can use to influence your FLIP. If your helicopter is moving then parent your vector field to movement of helicopter.

Another technique to play with would be to pre-process your vector field in simple pyro simulation to make it divergence-free :)

Definitely interesting effect to research!

 

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On 2017/1/14 at 7:20 PM, Juraj said:

Hi, I never tried this but have been gathering materials on this topic for a while.

Check those links

https://rotorcraft.arc.nasa.gov/Research/Programs/brownout.html

Fig3-5.JPG

The simplest way that comes to my mind is to manually paint curves based on those images. Then from curve tangents generate vector field which you can use to influence your FLIP. If your helicopter is moving then parent your vector field to movement of helicopter.

Another technique to play with would be to pre-process your vector field in simple pyro simulation to make it divergence-free :)

Definitely interesting effect to research!

 

thank you for your reply.

You're right.

I tried drawing the curve simulation,Very useful.

I am currently trying to make a dynamic field.

Thank you for your information.

QQ截图20170117150446.png

QQ截图20170117150506.png

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  • 2 weeks later...

Hi guys,
workflow to create custom velocity volumes can be like this: create box, which will contain volume, create vector volume with volume sop (pipe the box into the node for bounds information), paint your curves and create tangent attribute using polyframe sop, use volume from attribute sop to convert tangent attribute into your vector volume. Now you should have vector volume which you can use in your flip/pop/pyro sims.

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  • 2 weeks later...
On 2017/1/17 at 5:21 PM, stickman said:

@APG... would you share how you draw the curves and transfer that to vector?
I'm very interested in directable effects and ... houdini noob.  Would love to get a grip on this.

The method is simple,Forgive me for a long time did not come.

 

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QQ截图20170206214513.png

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  • 1 month later...
  • 1 year later...

Hi guys !

In this kind of simulation, how would you proceed to achieve an effect like this? 
I was thinking to create a custom velocity field maybe? But how to transfer only on surface like if it was create by fast object above water (without high deformation of water's shape)? 

rspHn.jpg

SW7_water.png

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