Hello,
I have a Technical question about a fluids.
For my costumer he wants a simulation for his rudder.
He likes to see when the rudder is tuned, how the water is reacting.
I was thing about to set it up with “emit particle fluid” but maybe this isn’t the best approach.
Is the someone how can give a tip for the best way to do this?
I would be very thankful
Ton
fluid project simulation rudder
4292 5 0- galinaton
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- goldfarb
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have a look at this waterfall tutorial
http://vimeo.com/39835049 [vimeo.com]
you can adapt it to use a very simple channel of water, then just add your rudder geometry and see what happens
http://vimeo.com/39835049 [vimeo.com]
you can adapt it to use a very simple channel of water, then just add your rudder geometry and see what happens
- old_school
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All you need is a simple Pyro sim with no density emission with just the velocity and render it as streamers.
The Smoke Object DOP has a setting for a wind tunnel which works fine for this. Just blow velocity over the fan blades. Add a bit of Vortex Confinement.
To do a more realistic CFD fluid simulation and not the inaccuracy you can usually get away with in smoke, pyro explosions and general water sims, you will need to either slow the fluid velocity down or increase the number of sub steps, or both.
I found that with this simulation, if I slow the fluid velocity to 0.02 with a substep at the top DOP Network Object set at the default of 1, the fluid flows around my crappy vanes pretty well and you get a nice increase in flow between the two vanes and it tends to shear interestingly as the fluid is released from the vane.
To render the velocity trails, I added a few ideas in there for you to have a look at. The width attribute is used to control the ribbon width.
Hope this helps.
The Smoke Object DOP has a setting for a wind tunnel which works fine for this. Just blow velocity over the fan blades. Add a bit of Vortex Confinement.
To do a more realistic CFD fluid simulation and not the inaccuracy you can usually get away with in smoke, pyro explosions and general water sims, you will need to either slow the fluid velocity down or increase the number of sub steps, or both.
I found that with this simulation, if I slow the fluid velocity to 0.02 with a substep at the top DOP Network Object set at the default of 1, the fluid flows around my crappy vanes pretty well and you get a nice increase in flow between the two vanes and it tends to shear interestingly as the fluid is released from the vane.
To render the velocity trails, I added a few ideas in there for you to have a look at. The width attribute is used to control the ribbon width.
Hope this helps.
There's at least one school like the old school!
- galinaton
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- galinaton
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- old_school
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