Hi,
I have a question about ripple solver:
Is it possible simulate a wave that NOT come back on touching the limits of the grid? like on infinite grid?
Thank you
ripple solver like on infinite grid
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- sirenesoong
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- BabaJ
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That's a good question. A while back I was wondering the same.
So I thought I would give it another go…I tried using geo/pop wrangles to set the outer edge(of a grid) attributes to zero;
Position, velocity and wavespeed. But nothing worked.
So I made a vex solution. It works fine, but really slows down once you start increasing the grid resolution.
I've made the set up so one could add as many ‘wave sources’ as they want. They are the blue colored nodes named “Ripple_*”
On those nodes you can set where the ripple originates on the grid, the wave height, the wave length and how fast they propagate.
In order for it to work, the blue nodes must have the prefix name “Ripple_” followed by numbered suffixes;
Those nodes must also be referenced in the red colored nodes, under their “Ripple Sources” folder.
Also, those nodes must generate point attributes with the same naming convention.(already done)
Otherwise the code has to be changed to go with your naming convention if you wish to change it.
In the hip attached I put down 3 example network boxes, the only difference being the number of wave sources in each (blue nodes);
1, 2 and 3 respectively.
So I thought I would give it another go…I tried using geo/pop wrangles to set the outer edge(of a grid) attributes to zero;
Position, velocity and wavespeed. But nothing worked.
So I made a vex solution. It works fine, but really slows down once you start increasing the grid resolution.
I've made the set up so one could add as many ‘wave sources’ as they want. They are the blue colored nodes named “Ripple_*”
On those nodes you can set where the ripple originates on the grid, the wave height, the wave length and how fast they propagate.
In order for it to work, the blue nodes must have the prefix name “Ripple_” followed by numbered suffixes;
Those nodes must also be referenced in the red colored nodes, under their “Ripple Sources” folder.
Also, those nodes must generate point attributes with the same naming convention.(already done)
Otherwise the code has to be changed to go with your naming convention if you wish to change it.
In the hip attached I put down 3 example network boxes, the only difference being the number of wave sources in each (blue nodes);
1, 2 and 3 respectively.
Edited by BabaJ - Nov. 4, 2018 14:41:59
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- sirenesoong
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