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 <[email protected]> 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=4&t=**281<http://si-community.com/community/viewtopic.php?f=4&t=281>
I think adding backward influence is much more easy task
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