sure thing. all the magic is in a sop solver inside the dopnet
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20231203/27/23/FLIP_surface_tension_by_mean_curvature_flow_difference.hip
sure thing. all the magic is in a sop solver inside the dopnet
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20231203/27/23/FLIP_surface_tension_by_mean_curvature_flow_difference.hip
I’m glad you guys still find that file useful. 🙂 By the way I just posted some previews showing a new feature that was driving me crazy and I think its very important when simulating fluids. I hope you like it! www.instagram.com/reel/CpWpCkHskic/?igshid=NTdlMDg3MTY=
wasn’t this one? https://www.youtube.com/watch?v=ui43YK0cnXE
friends can I get a sanity check on ocean toolkit workflow? I’m doing a guided ocean tank style thing here, simming a chunk of ocean around a ship, meshing and extending the geo to render with the ocean spectrum…I’ve written out my spectrum.bgeo file along with my spectrum_mask.$F4.bgeo files and yet I still get double displacement happening in the simmed region
I may actually see where I’m going wrong here, one sec
ok yay
in case anyone is up against this I’ll add some search tags here: ocean spectrum toolkit displacement mask double guided tank simulation sim
the tools will initialize your ocean spectrum setup looking like this and asks you to write out the single frame master .bgeo file that contains the spectrum data, you DONT want this one if you’re simming a chunk inside the spectrum
what you need to do is resave the spectrum again from the nodes that get created to import and mesh the simmed ocean slice…I had stupidly assumed this spectrum was no different, but it is
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20221606/12/22/unknown.png
Here’s a simplified version of the Vellum grain margin sourcing thingy if anyone wants to play with it
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20221804/20/22/DStewart_VellumGrains_SourceMargin_04.hip
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20221804/20/22/DStewart_VellumGrains_SourceMargin_04.mp4
Hahaha this is a direct copy of the answer Omar gave me when I asked the chances of overshoot when intégrating that function
As for a question whether it will overshoot, It will not as it uses an exponential integrator with the assumption that p and A are static through the timestep: `A(t) = G + (A(0) – G) * e^(-pt)` the pull operation ends up evaluating the `A(t)` `A(0)` would be the current value of the field `G` is the current value of the source `p` is the strength Finally, `t` we are evaluating at is `TimeInc` For `t>0` and `p>0` (which is certainly the case), we can see that `0 < e^(-pt) < 1` , which entails that A(t) will be between A(0) and G
Had a little time this eve to fix some shit and add standard collisions back in
Tidied it up if anyone wants to have a play, probably better ways to set this up but it’s not horribly convoluted (at least by my questionable standards 😂 )
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20224301/12/22/DStewart_FLIP_WindTunnel_FromSmokeSolver_08.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20224301/12/22/DStewart_FLIP_WindTunnel_FromSmokeSolver_08.hip
don’t forget Ben’s rad presentation!
@nicholas ralabate @jake rice 😮 This is a really stupid example, but it demonstrates the technique nonetheless
Sorry, my discord notifications were off – so I didn’t see this until I switched on my computer
I’m using a complied block in a sop solver and processing both geometry and constraints in the same step – and they work in tandem 🙂
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20212110/18/21/jmp_rbd_constraints_geo_block.hip
jonathanrpace.com/project_clouds.html
sooooo nice