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Physically based rain


fatboYYY

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Hey guys,

I am trying to create a physically based rain simulation. I am updating these acting forces on every frame: Gravity, wind and drag. The formulae themselves should be correct, but I am clearly overseeing something. The velocity should not exceed 15m/s, but currently it is going way past that point.

Any help is greatly appreciated.

Thanks,
Manu

PBRain_tmp_v0002_nocomment_mko_.hip

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  On 1/8/2018 at 10:09 PM, vtrvtr said:

Your projected area is many orders of magnitude smaller than everything else in your calculations, unless you put the drag into the 10^4 magnitude, everything else is irrelevant because of that

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yeah I found the same. The value of your drag has to be really high to make an impact at all.

 

  On 1/8/2018 at 9:44 PM, Noobini said:

I'm bamboozled by all the formulea.....but just a quick observation...shouldn't there be a Trail in there to compute velocity ?

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Noobini the velocity is generated by the first wrangle node in pops, where gravity is created.

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  On 1/8/2018 at 10:12 PM, Jesper Rahlff said:

Noobini the velocity is generated by the first wrangle node in pops, where gravity is created.

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ah ok...so trail is really only for when you are manually manipulating the geo (like a mountain/noise) i guess....so it finds the diff between frames and make that the vel...

So now the gravity is doing the work instead of the mountain/noise.....Thanks Jesper

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  On 1/8/2018 at 10:17 PM, Noobini said:

ah ok...so trail is really only for when you are manually manipulating the geo (like a mountain/noise) i guess....so it finds the diff between frames and make that the vel...

So now the gravity is doing the work instead of the mountain/noise.....Thanks Jesper

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anytime

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You guys are right. All the variable calculations should be physically correct though:

float waterDensity = 1000; //http://www.sengpielaudio.com/calculator-densityunits.htm
float airDensity = 1.225; //https://en.wikipedia.org/wiki/Density_of_air
float Volume = 4/3*pi*radius; //https://en.wikipedia.org/wiki/Sphere#Enclosed_volume
float mass = Volume*waterDensity; //should be a given
float projectedArea = pi*pow((2*radius),2)/4; //http://www.mne.psu.edu/cimbala/me325web_Spring_2012/Labs/Drag/intro.pdf
float dragCoefficient = 0.3; //https://www.grc.nasa.gov/www/k-12/VirtualAero/BottleRocket/airplane/shaped.html
float drag = 0.5*dragCoefficient*airDensity*pow(velocity,2)*projectedArea; //https://www.grc.nasa.gov/www/k-12/VirtualAero/BottleRocket/airplane/drageq.html

 

I am so very sure, that I am just missing a tiny thing.

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but............the net effect, it's the same...unless I need to go back to see my high school math teacher....

(she's very beautiful btw, so I don't mind at all...)

Edited by Noobini
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  On 1/9/2018 at 9:30 PM, Noobini said:

haha...detention for you young man !!!

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I guess sometimes I want to find errors even when there are none :P

I actually had to get out a piece of paper and quickly assign each variable  a generic value and then do the math for both equations to assure myself you are correct.

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Correcting what Noobini has found, and then adjusting the drag coefficient to .7 returns a terminal velocity of 10.15 m/s.

That seems fairly realistic!

Now you just have to implement a dynamically adjusting drag coefficient based on velocity and drop size :Phttp://journals.ametsoc.org/doi/pdf/10.1175/1520-0450(1969)008<0249:TVORA>2.0.CO%3B2

 

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