dpap Posted October 6, 2017 Share Posted October 6, 2017 I am having a problem with the guided ocean layer sim. I am getting some really weird waves that look like spikes. They occur near the beginning or the end of the bounding box . I tried the following things but nothing works: increased the substeps, Layer Size, the Guiding Surface thickness, Lower and Upper padding, disabled the Max Displacement Frame parameter, reduced the Grid Size in the wavetank... nothing Do have any idea what goes wrong ? large ocean problem 1.hip large ocean problem.hip Quote Link to comment Share on other sites More sharing options...
dpap Posted October 9, 2017 Author Share Posted October 9, 2017 (edited) I did a lot of tests and my conclusion is that this kind of waves occur when you use Guided ocean layer, following a fast moving boat and colliding with a wave created by Oceanwave sop. The intensity of the problem is related with the speed of the wave and the speed of the wavetank. the following image is with wave speed 10 If you use the value of 4 for the tank instead of 10 which is the default the problem is still there but less noticeable. The problem has nothing to do with the collision object. Even when there is no boat but only a moving wavetank the results are the same. A boat moving with 20 knots (see the attached file) is quite fast but not an unrealistic scenario. If you don't use the oceanwave everything works as expected. Raisin the number of substeps to 4 did not help. What is physically correct value for the wave speed? Is 10 wrong value? oceanwave speed 4.i.hip oceanwave and 20knots boat.hip Edited October 9, 2017 by dpap Quote Link to comment Share on other sites More sharing options...
anoop Posted January 2, 2019 Share Posted January 2, 2019 On 10/10/2017 at 5:20 AM, dpap said: I did a lot of tests and my conclusion is that this kind of waves occur when you use Guided ocean layer, following a fast moving boat and colliding with a wave created by Oceanwave sop. The intensity of the problem is related with the speed of the wave and the speed of the wavetank. the following image is with wave speed 10 If you use the value of 4 for the tank instead of 10 which is the default the problem is still there but less noticeable. The problem has nothing to do with the collision object. Even when there is no boat but only a moving wavetank the results are the same. A boat moving with 20 knots (see the attached file) is quite fast but not an unrealistic scenario. If you don't use the oceanwave everything works as expected. Raisin the number of substeps to 4 did not help. What is physically correct value for the wave speed? Is 10 wrong value? oceanwave speed 4.i.hip oceanwave and 20knots boat.hip Hi Dim, Not sure whether you have find a fix for this, and for those who are still facing this issue Enabling "Stick on Guide" on the Gas Guiding Volume under Dopnet sim could be a solution for this. regards Quote Link to comment Share on other sites More sharing options...
uroskg Posted March 21, 2020 Share Posted March 21, 2020 (edited) On 1/2/2019 at 2:30 PM, anoop said: Hi Dim, Not sure whether you have find a fix for this, and for those who are still facing this issue Enabling "Stick on Guide" on the Gas Guiding Volume under Dopnet sim could be a solution for this. regards Hi Anoop, i had the same problem, and your solution definitely resolves this kind of problem partially, however, there won't be almost any of splashes if I enable "stick on guide" in collision with the objects. Increasing the speed of waves should make bigger splashes especially on static objects which don't move. Edited March 21, 2020 by uroskg Quote Link to comment Share on other sites More sharing options...
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