The year have just begun :)

On 4 June 2012 21:01, Guillaume Laforge <[email protected]>wrote:

> If there is a competition for the best answer of the year on this list, my
> vote is for this one !
>
> :)
>
>
> On Mon, Jun 4, 2012 at 8:51 PM, Thiago Costa <[email protected]>wrote:
>
>> To the original question, you should be able to do it quite simply by
>> seeding vortices particles (just flag them as vortices on emit), then
>> computing the curl of the field. Finally you can use that as a force on
>> each particle.
>>
>> To satisfy vortex equation [image: \vec \omega = \nabla \times \vec
>> \mathit{u}.]  each vortex particle (a random probability of being a
>> vortex particle for simplicity), should give a spin axis (random) and a
>> radius (might be random, but physically it shouldn't without more
>> sophisticated volume conservation techniques).
>> You then need to search for the closest vortex particles - using a large
>> radius (normally the radius of the biggest vortex). Then compute the sum of
>> all velocity perpendicular to the spin axis of the closest vortices.
>>
>> using lagoa you could probably set that as a force on each particle, and
>> then let the integrator do the rest.
>>
>>
>> Thiago
>>
>> On 4 June 2012 14:22, Byron Nash <[email protected]> wrote:
>>
>>> Thanks for the tips and example Andy (& everyone). I'll work on
>>> implementing this into my approach.
>>>
>>>
>>> On Mon, Jun 4, 2012 at 1:32 PM, Jonathan Laborde <[email protected]
>>> > wrote:
>>>
>>>> I made 2 compounds that I use regularly to calculate velocity properly.
>>>> You basically store the current point position and orientation at the
>>>> beginning of every frame (first port in the stack). Even if you are say on
>>>> frame 10, since it's the first thing being calculated in the stack the
>>>> point position is still from frame 9. Then in post-simulation you do the
>>>> actual calculation and store it in pointvelocity and angularvelocity, that
>>>> way it won't affect the following frames.
>>>> It works well, unless you are moving the points in post-simulation as
>>>> they won't be calculated at the beginning of the next frame.
>>>> Enjoy!
>>>> --*
>>>> **JONATHAN LABORDE*
>>>> FX Artist
>>>>
>>>> www.rodeofx.com
>>>>
>>>>
>>>> On Mon, Jun 4, 2012 at 12:25 PM, Grahame Fuller <
>>>> [email protected]> wrote:
>>>>
>>>>> Verlet integration might be useful in these cases. With Verlet
>>>>> integration, you store the previous positions and back-calculate the
>>>>> velocity from that, instead of calculating the forward velocity as in
>>>>> standard Euler integration.
>>>>>
>>>>> gray
>>>>>
>>>>> From: [email protected] [mailto:
>>>>> [email protected]] On Behalf Of Andy Moorer
>>>>> Sent: Sunday, June 03, 2012 02:18 PM
>>>>> To: [email protected]
>>>>> Cc: [email protected]
>>>>> Subject: Re: ICE: Vortex and Lagoa
>>>>>
>>>>> Yeah I should have pointed that out... There's always a sacrifice
>>>>> between the simplicity and emergent behavior of simulations and the 
>>>>> control
>>>>> you can get by being more direct and specifying explicit positions per
>>>>> frame.
>>>>>
>>>>> The more "custom" you get, the more you have to chase down and account
>>>>> for this kind of thing. The motionblur problem with nonsimulated ICE
>>>>> animations is the biggie - enough so that it might be advisable for the
>>>>> softimage devs to implement some in-box solutions, like perhaps an option
>>>>> for computing a per point velocity during caching, or writing special
>>>>> "absolute" point position and velocity variables after the post-process
>>>>> step...
>>>>>
>>>>>
>>>>> On Jun 3, 2012, at 1:36 PM, Jonathan Laborde <[email protected]
>>>>> <mailto:[email protected]>> wrote:
>>>>> Great answer Andy. But be careful with such a technique (blend between
>>>>> simulation and manual positioning) as the point position will be as you
>>>>> expect but point velocity will not be calculated properly. Your motion 
>>>>> blur
>>>>> will be wrong in that case, and you will have tu manually set it in post
>>>>> process.
>>>>> Rock n' roll
>>>>> --
>>>>> JONATHAN LABORDE
>>>>> FX Artist
>>>>>
>>>>> www.rodeofx.com<http://www.rodeofx.com/>
>>>>>
>>>>> On Sun, Jun 3, 2012 at 11:33 AM, Andy Moorer <[email protected]
>>>>> <mailto:[email protected]>> wrote:
>>>>> Byron hi there. Can't answer your questions about differences between
>>>>> lagoa and "normal" reaction to forces, but the results you are seeing with
>>>>> a combination of forces (one to move particles along a curve, the other to
>>>>> draw particles towards a curve) is one I'm familiar with. It's easy to 
>>>>> fall
>>>>> into the "simulation trap," where you drive yourself crazy trying to find 
>>>>> a
>>>>> perfect balance of forces to get the results you want.
>>>>>
>>>>> There are a couple of suggestions I can give you... The first is to
>>>>> clamp the maximum speed at which a particle is allowed to move: get
>>>>> particle velocity, get "length" or magnitude of the vector (this is
>>>>> "speed.") If the speed > a max value you set, new speed=max value.
>>>>> Normalize your original velocity vector and multiply it by new-speed.
>>>>>
>>>>> The result, particles obey the forces you set, but never travel so
>>>>> fast that they get flung away, and never develop enough momentum to get 
>>>>> out
>>>>> of control. A drag force coupled with velocity can produce similar 
>>>>> results .
>>>>>
>>>>> Another option is to replace or blend your "suction" and "along curve"
>>>>> forces with a setup which places each particle at a specific position in
>>>>> relation to the curve, animated of course. I haven't tried this kind of
>>>>> approach in this particular context, but in general the result is a hybrid
>>>>> of a simulated look and an "absolute" look... particles are simulated to a
>>>>> certain extent, blending to an absolute predetermined position. I've
>>>>> attached a simple example of this kind of thing, a simple post-sim blend
>>>>> between a simulation and goal positions on geometry.
>>>>>
>>>>> Cheers
>>>>> Andy
>>>>>
>>>>> On Fri, Jun 1, 2012 at 9:32 AM, Byron Nash <[email protected]
>>>>> <mailto:[email protected]>> wrote:
>>>>> I'm trying to make something along the lines of this video from
>>>>> Firebird https://vimeo.com/29367269. It uses Lagoa and some of the
>>>>> vortex techniques Brad showed in one of his videos. I can get it to move
>>>>> somewhat but can't keep the points on the curve. They tend to fling off
>>>>> despite increasing the "suction" controls. How does Lagoa respond
>>>>> differently to forces than normal ICE particles?
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

Reply via email to