Masoud Posted January 10, 2020 Share Posted January 10, 2020 Hi; In a particle fluid simulation, I add velocity using "point vop". The problem is the particles start to move very fast from beginning, but I want they start to move by ease. How cant I increase particle's speed (velocity), over time? Thanks. Fluid_Velocity.hip Quote Link to comment Share on other sites More sharing options...
woodenduck Posted January 10, 2020 Share Posted January 10, 2020 pop wrangle plugged in to "particle velocity" on the flip solver... v@v *= fit(@Frame, 1, 24, 0, 1); This will multiply your velocity on a ramp from 0-1 between frames 1 and 24. Quote Link to comment Share on other sites More sharing options...
Masoud Posted January 11, 2020 Author Share Posted January 11, 2020 7 hours ago, woodenduck said: pop wrangle plugged in to "particle velocity" on the flip solver... v@v *= fit(@Frame, 1, 24, 0, 1); This will multiply your velocity on a ramp from 0-1 between frames 1 and 24. It doesn't work. Quote Link to comment Share on other sites More sharing options...
anim Posted January 11, 2020 Share Posted January 11, 2020 instead of feeding initial velocity from SOPs, use POP Force DOP or other forces force acts on velocity every timestep, therefore it will keep gradually increasing your particles velocity you can also add some POP Drag or POP Wind to introduce some air resistance to not accelerate forever Quote Link to comment Share on other sites More sharing options...
Masoud Posted January 11, 2020 Author Share Posted January 11, 2020 (edited) Hi "anim", The problem is I want to assign a fix, velocity noise to points, and when I use noise in a Dop, "POP VOP" node, it changes noise over time. I just want to scale velocity over time. Edited January 11, 2020 by Masoud Quote Link to comment Share on other sites More sharing options...
anim Posted January 11, 2020 Share Posted January 11, 2020 (edited) then you can store your already computed v that you are happy with into some temporary attrib like v@tmpv using Attribute Swap SOP, method: Move and in DOPs use POP Wrangle: v@force = v@tmpv * chf("weight"); it will use your v@tmpv vector (further scaled by weight parm) as a force since force is added to velocity each timestep it will naturally accelerate, so just adjust weight to control the rate Edited January 11, 2020 by anim Quote Link to comment Share on other sites More sharing options...
Masoud Posted January 11, 2020 Author Share Posted January 11, 2020 (edited) Thanks. Edited January 12, 2020 by Masoud Quote Link to comment Share on other sites More sharing options...
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