Re: flood simulation

2012-10-19 Thread Ciaran Moloney
Hi,
so it's pretty simple after all to have interesting interaction between
RBDs and Lagoa simulations: https://vimeo.com/51754990.
But, if you have a bunch of objects in your scene that need to interact
with the fluid, you'll need to instance them to a pointcloud - not such a
big deal most of the time.
There is a small bug with this setup, if you remove members from the ICE
topology group, it may crash. Safer just to make a new group.

So as far as I see it the problem is not really interaction with the
fluids, that's easy. The problem is more like scalability. If you want a
huge, end of the world type of flood then Lagoa won't scale too well at
all. Realflow is probably the best commercial solution for massive
simulations right now. But, if you're just flooding the bathroom, then
Lagoa may well do the job!

Ciaran

p.s. I miss you Naiad.


On Fri, Oct 19, 2012 at 12:22 AM, Pablo Tufaro pablo@gmail.com wrote:

 Thank you very much for taking the time to write all this. I think I have
 to find a solution outside softimage.

 Thank you very much really.

 I will keep you posted with the advances if I reach one!

 P.

 El 10/18/2012 6:34 PM, Mathieu Leclaire escribió:

  This is not an easy task to accomplish in Softimage, but it is doable.

 I see two possible avenue I would explore:

 1 - What I would try with Lagoa is emitting elastic particles for your
 rigid objects and make the elasticity very stiff. Make sure they have an ID
 based on the emitted mesh and a transformation relative to that emitter.
 Then, at every iteration, I'd figure out a way to average these particles
 transforms by ID to create a transform for the rigid particle group that I
 would apply to the rigid object. So the particle group (by ID) moves the
 mesh. Once you get that average tranform, I would overwrite these elastic
 particle positions by multiplying their saved relative transform by that
 new average transform and basically bring them back into a rest state.
 That'll avoid the rigid mass of particle to deform by their elastic
 properties and will allow proper collision for the liquid particles. You
 are forcing particle positions so it might insert some instabilities in the
 simulation, but I think it should work.

 So to recap, you let the elastic group deform and interact with the
 liquid group in one iteration. Then you undeform the elastic group by
 their averages to bring them back to a stable state as if it where actually
 rigid. You then simply match the transform of your rigid objects to that of
 it's relative group average transform and you keep iterating.

 That's one way.

 2 - A second way would be by mixing Lagoa and Momentum. You would simply
 simulate the liquid by Lagoa with your Rigid Body meshes as collision
 object. So you would need a Deform Bodie with ICE controls, and your ICE
 controls would sample the closest Lagoa particles and create a force based
 on their average velocities. I think that would be doable as well.

 I haven't tried any of these techniques myself, but that's where I would
 start experimenting.

 Now if you need to do a big flood, you will probably need a lot of
 particles to have a nice looking simulation. I hope you have a good machine
 with a lot of memory and a lot of patience. Lagoa is best suited for
 smaller scale simulation. It's not the best for large scale liquid
 simulations. I would look into Houdini or Naiad (if it's still available
 after Autodesk bought them) for better and quicker results. Maybe even
 Realflow could be a better option. But if staying inside Softimage is a
 must, I would explore these two suggestions.

 Good luck! Your going to need it.
 -Mathieu



 Pablo Tufaro wrote:

 Well, that may work...!

 I will investigate a little bit on that one!

 Thanks !

 pablo.

 El 10/18/2012 4:03 PM, Oleg Bliznuk escribió:

 Here is some work on liquid-rbd interaction http://si-community.com/**
 community/viewtopic.php?f=4t=**281http://si-community.com/community/viewtopic.php?f=4t=281
 I think adding backward influence is much more easy task










-- 
- Ciaran


Re: flood simulation

2012-10-19 Thread Stefan Kubicek

p.s. I miss you Naiad


Me too, but there might be other solutions coming up. Here's one: 
http://www.qualoth.com/home/product/flux.asp
I've never seen it or heard of anyone using it so far though, looks like a 
pretty young product.

Btw, Does ne1 know how Houdini compares to Realflow and Naiad in terms of fluid 
simulation speed?







Hi,
so it's pretty simple after all to have interesting interaction between
RBDs and Lagoa simulations: https://vimeo.com/51754990.
But, if you have a bunch of objects in your scene that need to interact
with the fluid, you'll need to instance them to a pointcloud - not such a
big deal most of the time.
There is a small bug with this setup, if you remove members from the ICE
topology group, it may crash. Safer just to make a new group.

So as far as I see it the problem is not really interaction with the
fluids, that's easy. The problem is more like scalability. If you want a
huge, end of the world type of flood then Lagoa won't scale too well at
all. Realflow is probably the best commercial solution for massive
simulations right now. But, if you're just flooding the bathroom, then
Lagoa may well do the job!

Ciaran


.



On Fri, Oct 19, 2012 at 12:22 AM, Pablo Tufaro pablo@gmail.com wrote:


Thank you very much for taking the time to write all this. I think I have
to find a solution outside softimage.

Thank you very much really.

I will keep you posted with the advances if I reach one!

P.

El 10/18/2012 6:34 PM, Mathieu Leclaire escribió:

 This is not an easy task to accomplish in Softimage, but it is doable.


I see two possible avenue I would explore:

1 - What I would try with Lagoa is emitting elastic particles for your
rigid objects and make the elasticity very stiff. Make sure they have an ID
based on the emitted mesh and a transformation relative to that emitter.
Then, at every iteration, I'd figure out a way to average these particles
transforms by ID to create a transform for the rigid particle group that I
would apply to the rigid object. So the particle group (by ID) moves the
mesh. Once you get that average tranform, I would overwrite these elastic
particle positions by multiplying their saved relative transform by that
new average transform and basically bring them back into a rest state.
That'll avoid the rigid mass of particle to deform by their elastic
properties and will allow proper collision for the liquid particles. You
are forcing particle positions so it might insert some instabilities in the
simulation, but I think it should work.

So to recap, you let the elastic group deform and interact with the
liquid group in one iteration. Then you undeform the elastic group by
their averages to bring them back to a stable state as if it where actually
rigid. You then simply match the transform of your rigid objects to that of
it's relative group average transform and you keep iterating.

That's one way.

2 - A second way would be by mixing Lagoa and Momentum. You would simply
simulate the liquid by Lagoa with your Rigid Body meshes as collision
object. So you would need a Deform Bodie with ICE controls, and your ICE
controls would sample the closest Lagoa particles and create a force based
on their average velocities. I think that would be doable as well.

I haven't tried any of these techniques myself, but that's where I would
start experimenting.

Now if you need to do a big flood, you will probably need a lot of
particles to have a nice looking simulation. I hope you have a good machine
with a lot of memory and a lot of patience. Lagoa is best suited for
smaller scale simulation. It's not the best for large scale liquid
simulations. I would look into Houdini or Naiad (if it's still available
after Autodesk bought them) for better and quicker results. Maybe even
Realflow could be a better option. But if staying inside Softimage is a
must, I would explore these two suggestions.

Good luck! Your going to need it.
-Mathieu



Pablo Tufaro wrote:


Well, that may work...!

I will investigate a little bit on that one!

Thanks !

pablo.

El 10/18/2012 4:03 PM, Oleg Bliznuk escribió:


Here is some work on liquid-rbd interaction http://si-community.com/**
community/viewtopic.php?f=4t=**281http://si-community.com/community/viewtopic.php?f=4t=281
I think adding backward influence is much more easy task

















--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: flood simulation

2012-10-18 Thread Pablo Tufaro
Thanks Alan, but I cant find any example of how to achieve this I 
will keep looking.


Cheers!

P.

El 10/17/2012 8:42 PM, Alan Fregtman escribió:
Lagoa is a unified simulator which means it combines several solvers 
in the same evaluation, which is to say you can theoretically do 
water, cloth, softbodies and rigidbodies... so yes, you can.



On Wed, Oct 17, 2012 at 7:05 PM, Pablo Tufaro pablo@gmail.com 
mailto:pablo@gmail.com wrote:



Hello everybody!

I just want to know if its possible to make rigid body objects,
interact with lagoa fluid simulations.

I have to make a flood effect and I dont know if I have to animate
the objects that the water colide by hand or if the simulation can
take care of it.

Couldnt find anything in the manual.

Cheers to all!

P.






Re: flood simulation

2012-10-18 Thread Gustavo Eggert Boehs
One can make water collide and interact against particle RBDs but not whole
objects. Maybe if one can voxelize one object into particles and cluster
them together in some way... dont know if it is possible...

I wonder if Thiago still checks this list once in a while...


Re: flood simulation

2012-10-18 Thread Gustavo Eggert Boehs
That is true, Olegs PhisyX SPH exposed thingy might be much better for such
work... IF you want to stay withing SI. But then I dont know how well it
plays with the rest of SIs PhisyX simulation enviroment (RBDs and all).

Oh what a mess :/


RE: flood simulation

2012-10-18 Thread Grahame Fuller
You could use a very rigid phase, and use that to advect the geo. Just thinking 
out loud - I haven't actually tried this.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert 
Boehs
Sent: Thursday, October 18, 2012 01:19 PM
To: softimage@listproc.autodesk.com
Subject: Re: flood simulation

One can make water collide and interact against particle RBDs but not whole 
objects. Maybe if one can voxelize one object into particles and cluster them 
together in some way... dont know if it is possible...

I wonder if Thiago still checks this list once in a while...
attachment: winmail.dat

Re: flood simulation

2012-10-18 Thread Ciaran Moloney
Hi,
you can get some funky two-way coupling between lagoa and bullet RBD
particles. There is some trickery involving ICE topo and instances to get
interaction to work in both directions, I'll post an example some time.

Ciaran

On Thu, Oct 18, 2012 at 6:33 PM, Pablo Tufaro pablo@gmail.com wrote:

  OK OK! I see...

 I will check out other options I think.

 Thanks to all.

 P.

 El 10/18/2012 2:23 PM, Peter Agg escribió:

 You could potentially use ICE modelling to make actual geo to collide with
 instead of instances. But doing that with Lagoa for something as large
 scale as a flood would be... brave. :)

 On 18 October 2012 18:18, Gustavo Eggert Boehs gustav...@gmail.comwrote:

 One can make water collide and interact against particle RBDs but not
 whole objects. Maybe if one can voxelize one object into particles and
 cluster them together in some way... dont know if it is possible...

  I wonder if Thiago still checks this list once in a while...






-- 
- Ciaran


Re: flood simulation

2012-10-18 Thread Pablo Tufaro

Well, that may work...!

I will investigate a little bit on that one!

Thanks !

pablo.

El 10/18/2012 4:03 PM, Oleg Bliznuk escribió:
Here is some work on liquid-rbd interaction 
http://si-community.com/community/viewtopic.php?f=4t=281

I think adding backward influence is much more easy task




Re: flood simulation

2012-10-18 Thread Mathieu Leclaire

This is not an easy task to accomplish in Softimage, but it is doable.

I see two possible avenue I would explore:

1 - What I would try with Lagoa is emitting elastic particles for your 
rigid objects and make the elasticity very stiff. Make sure they have an 
ID based on the emitted mesh and a transformation relative to that 
emitter. Then, at every iteration, I'd figure out a way to average these 
particles transforms by ID to create a transform for the rigid particle 
group that I would apply to the rigid object. So the particle group (by 
ID) moves the mesh. Once you get that average tranform, I would 
overwrite these elastic particle positions by multiplying their saved 
relative transform by that new average transform and basically bring 
them back into a rest state. That'll avoid the rigid mass of particle to 
deform by their elastic properties and will allow proper collision for 
the liquid particles. You are forcing particle positions so it might 
insert some instabilities in the simulation, but I think it should work.


So to recap, you let the elastic group deform and interact with the 
liquid group in one iteration. Then you undeform the elastic group by 
their averages to bring them back to a stable state as if it where 
actually rigid. You then simply match the transform of your rigid 
objects to that of it's relative group average transform and you keep 
iterating.


That's one way.

2 - A second way would be by mixing Lagoa and Momentum. You would simply 
simulate the liquid by Lagoa with your Rigid Body meshes as collision 
object. So you would need a Deform Bodie with ICE controls, and your ICE 
controls would sample the closest Lagoa particles and create a force 
based on their average velocities. I think that would be doable as well.


I haven't tried any of these techniques myself, but that's where I would 
start experimenting.


Now if you need to do a big flood, you will probably need a lot of 
particles to have a nice looking simulation. I hope you have a good 
machine with a lot of memory and a lot of patience. Lagoa is best suited 
for smaller scale simulation. It's not the best for large scale liquid 
simulations. I would look into Houdini or Naiad (if it's still available 
after Autodesk bought them) for better and quicker results. Maybe even 
Realflow could be a better option. But if staying inside Softimage is a 
must, I would explore these two suggestions.


Good luck! Your going to need it.
-Mathieu



Pablo Tufaro wrote:

Well, that may work...!

I will investigate a little bit on that one!

Thanks !

pablo.

El 10/18/2012 4:03 PM, Oleg Bliznuk escribió:
Here is some work on liquid-rbd interaction 
http://si-community.com/community/viewtopic.php?f=4t=281

I think adding backward influence is much more easy task








Re: flood simulation

2012-10-18 Thread Pablo Tufaro
Thank you very much for taking the time to write all this. I think I 
have to find a solution outside softimage.


Thank you very much really.

I will keep you posted with the advances if I reach one!

P.

El 10/18/2012 6:34 PM, Mathieu Leclaire escribió:

This is not an easy task to accomplish in Softimage, but it is doable.

I see two possible avenue I would explore:

1 - What I would try with Lagoa is emitting elastic particles for your 
rigid objects and make the elasticity very stiff. Make sure they have 
an ID based on the emitted mesh and a transformation relative to that 
emitter. Then, at every iteration, I'd figure out a way to average 
these particles transforms by ID to create a transform for the rigid 
particle group that I would apply to the rigid object. So the particle 
group (by ID) moves the mesh. Once you get that average tranform, I 
would overwrite these elastic particle positions by multiplying their 
saved relative transform by that new average transform and basically 
bring them back into a rest state. That'll avoid the rigid mass of 
particle to deform by their elastic properties and will allow proper 
collision for the liquid particles. You are forcing particle positions 
so it might insert some instabilities in the simulation, but I think 
it should work.


So to recap, you let the elastic group deform and interact with the 
liquid group in one iteration. Then you undeform the elastic group 
by their averages to bring them back to a stable state as if it where 
actually rigid. You then simply match the transform of your rigid 
objects to that of it's relative group average transform and you keep 
iterating.


That's one way.

2 - A second way would be by mixing Lagoa and Momentum. You would 
simply simulate the liquid by Lagoa with your Rigid Body meshes as 
collision object. So you would need a Deform Bodie with ICE controls, 
and your ICE controls would sample the closest Lagoa particles and 
create a force based on their average velocities. I think that would 
be doable as well.


I haven't tried any of these techniques myself, but that's where I 
would start experimenting.


Now if you need to do a big flood, you will probably need a lot of 
particles to have a nice looking simulation. I hope you have a good 
machine with a lot of memory and a lot of patience. Lagoa is best 
suited for smaller scale simulation. It's not the best for large scale 
liquid simulations. I would look into Houdini or Naiad (if it's still 
available after Autodesk bought them) for better and quicker results. 
Maybe even Realflow could be a better option. But if staying inside 
Softimage is a must, I would explore these two suggestions.


Good luck! Your going to need it.
-Mathieu



Pablo Tufaro wrote:

Well, that may work...!

I will investigate a little bit on that one!

Thanks !

pablo.

El 10/18/2012 4:03 PM, Oleg Bliznuk escribió:
Here is some work on liquid-rbd interaction 
http://si-community.com/community/viewtopic.php?f=4t=281

I think adding backward influence is much more easy task











flood simulation

2012-10-17 Thread Pablo Tufaro


Hello everybody!

I just want to know if its possible to make rigid body objects, interact 
with lagoa fluid simulations.


I have to make a flood effect and I dont know if I have to animate the 
objects that the water colide by hand or if the simulation can take care 
of it.


Couldnt find anything in the manual.

Cheers to all!

P.


Re: flood simulation

2012-10-17 Thread Alan Fregtman
Lagoa is a unified simulator which means it combines several solvers in the
same evaluation, which is to say you can theoretically do water, cloth,
softbodies and rigidbodies... so yes, you can.


On Wed, Oct 17, 2012 at 7:05 PM, Pablo Tufaro pablo@gmail.com wrote:


 Hello everybody!

 I just want to know if its possible to make rigid body objects, interact
 with lagoa fluid simulations.

 I have to make a flood effect and I dont know if I have to animate the
 objects that the water colide by hand or if the simulation can take care of
 it.

 Couldnt find anything in the manual.

 Cheers to all!

 P.