(in your example "Swimmer" in Port 4 and "Simulate SPH" into Port 5 of your ICE Tree...)?
moving objects with particles?
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Hirazi Blue
- Administrator
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Re: moving objects with particles?
Don't know much about ICE (yet), but shouldn't your "Simulate SPH"-node be plugged in last
(in your example "Swimmer" in Port 4 and "Simulate SPH" into Port 5 of your ICE Tree...)?
(in your example "Swimmer" in Port 4 and "Simulate SPH" into Port 5 of your ICE Tree...)?
Stay safe, sane & healthy!
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wannabeArtist
- Posts: 98
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- Location: Finland
Re: moving objects with particles?
Thanks for the reply!
I thought that too, but it doesn't seem to make any difference (just double checked that).
Could be of course, that it's one of the things that need to be fixed here, but there's something else too
Anyhow, I got to try debug this a little more during the weekend, like see some of the values moving inside swimmer node during simulation.
I tried pluging in a get/set data branch for the null to see if I could move it by adding a scalar value to it's y position in every frame - works like a charm, but the sphere stays in place even then. So I must be missing something here.
I thought that too, but it doesn't seem to make any difference (just double checked that).
Could be of course, that it's one of the things that need to be fixed here, but there's something else too
Anyhow, I got to try debug this a little more during the weekend, like see some of the values moving inside swimmer node during simulation.
I tried pluging in a get/set data branch for the null to see if I could move it by adding a scalar value to it's y position in every frame - works like a charm, but the sphere stays in place even then. So I must be missing something here.
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Hirazi Blue
- Administrator
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- Joined: 04 Jun 2009, 10:15
Re: moving objects with particles?
[IGNORE]Where does your ICE Tree reside? Does it live under the Simulation part of the construction stack?[/IGNORE]
Sorry, silly me, the SPH Addon creates the setup for you and places the ICE Tree in the Simulation-part of the construction stack automatically...
Sorry, silly me, the SPH Addon creates the setup for you and places the ICE Tree in the Simulation-part of the construction stack automatically...
Stay safe, sane & healthy!
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owei
- Administrator
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- Location: Siegen/Germany
Re: moving objects with particles?
...here is a fixed scene...it works now..one thing is, that the pointcloud should be in a positive y zone..
AAAND the compound has to be fixed in a certain way to deal better with volumes filled with particles...as it is, it works better with deformed grids as "liquid surface" or something. Some operations computing maximum values in y should be implemented to get a more realistic result..
cheers,
oliver
AAAND the compound has to be fixed in a certain way to deal better with volumes filled with particles...as it is, it works better with deformed grids as "liquid surface" or something. Some operations computing maximum values in y should be implemented to get a more realistic result..
cheers,
oliver
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wannabeArtist
- Posts: 98
- Joined: 10 Jun 2009, 06:34
- Location: Finland
Re: moving objects with particles?
That's amazing, Oliver, thank you!
It really works - I need to dig in deeper to find out the details, but you fixed it!
This whole thread has been really valuable in terms of learning
And Hirazi, never mind - I checked the same thing about tree placement at some point last night
It really works - I need to dig in deeper to find out the details, but you fixed it!
This whole thread has been really valuable in terms of learning
And Hirazi, never mind - I checked the same thing about tree placement at some point last night
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wannabeArtist
- Posts: 98
- Joined: 10 Jun 2009, 06:34
- Location: Finland
Re: moving objects with particles?
Hello again,
After playing with the ball test a little, I started thinking that it would be nice to try to take this a little further.
I'm experimenting if I could fake some sort of buoyancy force with this simulation, but I haven't got very far with that yet.
I trying to generate the floating object (a sphere for now) with another point cloud, since I can't mix regular rigid body simulation with ICE (right?).
That would then need to collide with the box (works) and the fluid point cloud (doesn't work yet).
When (if) that gets sorted out, then basically it would only need a node to implement Archimedes' principle to get the force countering gravity. The ball would then be affected first by only gravity and then more and more by buoyancy force, causing it to sink in the fluid point cloud until the forces are equal
Has anybody tried this or do you see some obvious problems here?
After playing with the ball test a little, I started thinking that it would be nice to try to take this a little further.
I'm experimenting if I could fake some sort of buoyancy force with this simulation, but I haven't got very far with that yet.
I trying to generate the floating object (a sphere for now) with another point cloud, since I can't mix regular rigid body simulation with ICE (right?).
That would then need to collide with the box (works) and the fluid point cloud (doesn't work yet).
When (if) that gets sorted out, then basically it would only need a node to implement Archimedes' principle to get the force countering gravity. The ball would then be affected first by only gravity and then more and more by buoyancy force, causing it to sink in the fluid point cloud until the forces are equal
Has anybody tried this or do you see some obvious problems here?