Vellum Aerodynamic Lift
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- Eyecon
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- tamte
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- Eyecon
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Thanks Tomas. So I increased the ratio between dragnormal and dragtangent attributes, but when I place a simple vellum patch in a simulation with gravity and a pop wind with air resistance only, as the patch gains speed it doesn't “fly”. I know the wind speed is zero from a simulation perspective but the idea is that the leading edge should start to get more “upwards” force(or at least in the direction of the normal so the patch eventually bends up like when you drop a piece of paper in air. I've randomized the dragnormal attributes across all points in the patch and added a bit of turbulence to force some twisting and therefore change the surface normal direction relative to the air but I don't see any lift happening. It just looks like the patch is floating down(diagonally sometimes due to the difference in drag ratios) but it never rises up against gravity.
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- tamte
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- Eyecon
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Thanks so much for the example Tomas. My problem is if you turn off the directed wind and just rely on air resistance the generate lift. So from the file you created, if you turn of the wind, you'll see that the vellum patch just falls down diagonally as it should. But that diagonal fall in real life would generate lift the moment the patch is out of shape and is not completely flat. So I try to add some deformation using some pop wind with noise and air resistance only. The result though is that the paper just “swims” down the same fashion but through a turbulent field. Ff course it is impacted aerodynamically by how the “wind” hits the surface normals but as you can see from my attached example building on your file, it never flies up for a little bit as it gains speed in the surface tangent direction, and that's what I meant by aerodynamic lift. I guess I should have clarified that I'm looking for a trick to fake the effect of the apparent wind on a non-uniform vellum surface.
For further clarity this is the effect I'm looking to emulate(sorry for the crude animation, but that's the only one I could find
)
https://youtu.be/KOySP7FRmjw [youtu.be]
For further clarity this is the effect I'm looking to emulate(sorry for the crude animation, but that's the only one I could find
)https://youtu.be/KOySP7FRmjw [youtu.be]
Edited by Eyecon - July 22, 2019 13:04:38
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- asm
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- Eyecon
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Thank you all for the responses. I created a custom force to emulate Bernoulli's principle, where the patch's leading edge will “lift” up as it gets faster(assuming the edge is the leading edge relative to the direction of the velocity). It's obviously not perfect nor physically accurate (no airfoil calculations) but helps improve the realism of the flying paper simulations I have been working on.
I've attached the file here for reference in case someone wants to improve it further.
I've attached the file here for reference in case someone wants to improve it further.
Edited by Eyecon - July 23, 2019 13:08:45
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