APG 3 Posted January 10, 2017 hello,How to simulate this force in the fluid... I tried a lot of ways hard to control The following is a reference picture Anybody know the way please help me thank you. Share this post Link to post Share on other sites
Atom 847 Posted January 10, 2017 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. 1 Share this post Link to post Share on other sites
APG 3 Posted January 10, 2017 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 Share this post Link to post Share on other sites
derjcmp 24 Posted January 10, 2017 Damn, that acctually looks really good! Mind sharing the starting file? Share this post Link to post Share on other sites
Juraj 252 Posted January 14, 2017 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 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! 2 Share this post Link to post Share on other sites
APG 3 Posted January 17, 2017 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 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. 2 Share this post Link to post Share on other sites
stickman 34 Posted January 17, 2017 @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. Share this post Link to post Share on other sites
angeldev 0 Posted January 25, 2017 On 1/17/2017 at 0:36 PM, APG said: 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. pls share the .hip file Share this post Link to post Share on other sites
Juraj 252 Posted January 28, 2017 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. Share this post Link to post Share on other sites
APG 3 Posted February 6, 2017 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. 1 Share this post Link to post Share on other sites
APG 3 Posted February 6, 2017 On 2017/1/25 at 8:09 PM, angeldev said: pls share the .hip file As a project, forgive me for not being able to share this file. Share this post Link to post Share on other sites
stickman 34 Posted February 6, 2017 Thanks, APG! Very helpful. Share this post Link to post Share on other sites
Mjag07 4 Posted March 21, 2017 Thanks for the info. Very cool Share this post Link to post Share on other sites
bloodhawk 8 Posted March 25, 2017 On 2/6/2017 at 5:47 AM, APG said: The method is simple,Forgive me for a long time did not come. Hey APG, Will you be able to explain what you are doing inside the point vops ? Share this post Link to post Share on other sites
Arch 0 Posted July 16, 2018 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)? Share this post Link to post Share on other sites