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Boat ripples with ripple solver


RobiDoes3d

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How do you use the ripple solver with a moving object?

I want to use the ripple solver to create bow waves for a boat. I watched the entagma video and I know about the trick of switching the initial and rest geo. But that didn't work. I also made a simulation with a sop solver for the Initial geo, but it gave me the same problem. I am still using Houdini 19.5 so there's no thickness attribute but i doubt that will solve the problem. 

Does anyone know how to do this simulation?

I have attached a simplified scene and a gif of the issue if anyone's interested.

wave.hip

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Posted (edited)

After a couple of hours of testing, I found that blending the deformation in, instead of adding it, helped stabilize the simulation. For whatever reason, all the deformations had to be under the waterline for this to work.

image.gif.76baf323aef5d26f00f3f3a6fffcdcf0.gif

wave.hip

 

This is what it looks like with a boat, in case this is useful to future people:

image.gif.a78b2156495d84ba464315099149a478.gif

Thanks for the reply Fencer. It does look fine, but in my testing on the boat deformations, that dip becomes very chaotic after 200 frames. But, help is always appreciated man

Edited by RobiDoes3d
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There're many ways to control motion, fade over time, power, curvature, distance from a boat and so on. Ripple source is important first of all, not just one spot, but boat edge, leading area and so on, need more work here for a good result.

Mask by curvature as an example.

wave_v03.hip

wave_v03.thumb.gif.cf15f5fbb612c0501d077322eea0e389.gif

Edited by fencer
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On 8/29/2024 at 10:53 AM, fencer said:

There're many ways to control motion, fade over time, power, curvature, distance from a boat and so on. Ripple source is important first of all, not just one spot, but boat edge, leading area and so on, need more work here for a good result.

Mask by curvature as an example.

wave_v03.hip 943.02 kB · 8 downloads

wave_v03.thumb.gif.cf15f5fbb612c0501d077322eea0e389.gif

This is the best. 

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