[Sidefx-houdini-list] Ocean surface with flip sim

François Duchesneau sidefx at trinix.ca
Mon Jun 2 22:11:32 EDT 2014


Interesting. I didn't think about doing it the other way around like 
that. I'll give that a try too.

Thanks

Miles Green wrote:
> Hi François,
>  I did a bit of research on this recently, I came to the conclusion 
> that most people dont use the ocean FLIP tank for boat interaction use 
> the following technique:
>
> 1) the FLIP simulations of the boat is done in a flat FLIP tank
> 2) They then post deform the simulation (mesh or points) with the same 
> ocean evaluate node
> 3) some go further and use the FLIP velocity (acceleration) of the 
> FLIP as a weighting factor for how much deformation occurs
> 4) blending a flat ocean geo and flat FLIP is trivial as the 
> boundaries always match when defomed.
>
> From what I could see the reasons for using a flat tank are:
>  - Its much faster to sim a flat tank (no pumping in ocean evaluate 
> velocities)
>  - The ocean FLIP tank wave velocities will destroy your nice FLIP 
> splashes and blur your collisions
>
> using this method does mean you wont get large crashing against the 
> side of a object/boat, but those can probably be faked if needed
>
> You may want to ask these guys further about the nice examples they have:
>
> http://vimeo.com/67926632
>
> http://vimeo.com/74699403 http://vimeo.com/64140693
>
> http://vimeo.com/88909057 http://vimeo.com/90313464
>
> http://vimeo.com/91739960
>
> Miles
>
> On 02/06/14 12:02, François Duchesneau wrote:
>> Hello,
>>
>> I've started to work on a project involving a boat in the middle of an
>> ocean. I've seen the shelf tool allows you to have the flip simulation
>> match the procedural ocean surface but the renders of each one look
>> different. I can adjust the color probably but what I'm missing is the
>> foam generated by the ocean surface setup, this is not part of the flip
>> simulation.
>>
>> Any suggestion on how to blend these two together? I thought about
>> adding an alpha attribute on the flip water. Everything that is above
>> the ocean surface would be one and 0 below with some blending to make
>> that smooth but I wonder if there are better solutions.
>>
>> Also if anyone has recommendations on the scale of the scene for the
>> flip fluid that'd be nice. In other words, should I keep  the boat not
>> too big or not too small or it doesn't matter at all?
>>
>> Thanks
>>
>> Francois
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