Andre24 Posted May 28 Share Posted May 28 Hi there, im working on a flip sim of waves crushing into a cliff and im using an ocean spectrum plugged into the wave tank to guide the waves, but in the dopnet when the sim starts the waves start to go crazy and i have all these weird spikes, can you guys help me? SPECTRUM.mov FLIP_TEST.mov Quote Link to comment Share on other sites More sharing options...
paranoidx Posted May 31 Share Posted May 31 Some miss-clicked may take you to this issue. The velocity advection behavior from gird needs maintains advection by pressure however it ignores the pressure post-solve of the flip solver. This is a basic Shelf Tool uses guided flip sim with collision object. Simply recreate it from the shelf tool. I estimate it will take about 1 minute to resolve this issue. Quote Link to comment Share on other sites More sharing options...
haggi Posted May 31 Share Posted May 31 Or.... you simply forgot to add gravity. I do the same some times. 1 Quote Link to comment Share on other sites More sharing options...
Andre24 Posted May 31 Author Share Posted May 31 @haggi @paranoidx thanks for the reply guys, the gravity was there, the problem was that i wanted faster waves so i increased the time scale in the spectrum and that was causing problem with the velocity, but i still havent find a way to have faster waves without encountering this problem, do you have any tips on how to solve it? Quote Link to comment Share on other sites More sharing options...
paranoidx Posted June 2 Share Posted June 2 Here are some friendly suggestions based on what I've observed: Try reducing the high-frequency waves in the ocean and focus on the low-frequency ones. In the Flip Solver settings, go to the Volume Motion tab and increase the Velocity Smoothing to make the water movement more gentle. Consider adding more pre-roll frames to allow the water to settle down, such as 500 frames initially if necessary. Increase the domain size to around 200 meters for a better simulation. You can use a Force node to control the Particle Velocity Input of the Flip Solver and direct the waves as desired. Result in this image Quote Link to comment Share on other sites More sharing options...
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