Maelstrom RnD

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Hi guys,

I'm trying out a couple of fluid RnD sims with custom velocity fields. Currently, I am trying to create a large maelstrom in the ocean and I haven't been able to get my custom velocity field to generate the type of swirl to create a a maelstrom. The fluid are rotating, but it doesn't seem to generate the vortex swirl I was hoping.

My scene scale is large at 500x350x400m wave tank size. I have a custom velocity volume field which is basically a cross product of position against {0,1,0} to get the swirl direction.

I think I am missing out on a thing or two to get the effect I want. Hopefully, someone can shed some light for me?

Thanks.

Attachments:
maelstromRnD.v007.hip (2.2 MB)

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Hey,

So I tried this technique, hopefully this is what you are looking for:

>> Made an inverted cone and scatter some points in it using a points from volume ( PS: scatter dosen't really help since we need velocity inside the cone as well and all scatter does is scatter points on the geo surface )

>> Created a circle and then created a N on it and then make the N spiraling outwards, using a simple cross prod function

>> Trasferred this N to the points in the cone and converted the N to v

>> Used these cone points to make a VDB from particles and used the v to make “vel” ( you can go crazy with this vel field in a VOP, but I just kept it simple and straightforward for now )

>> Used a pop advect by volume node inside DOPS ( figured since we are simulating particles this should work )

>> Sourced the above velField into this node and then switched it to Update Velocity

And it works!

I am attaching the file I made changes to, all the changes I made a coloured in yellow

Hopefully that gives you a starting point to make it more awesome!

Cheers!

Attachments:
maelstorm.JPG (311.9 KB)
maelstromRnD.v008.hipnc (4.2 MB)

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Hey Yash,

Thanks for the help and advise. I'm really thankful. This has been helpful in understanding the different ways we can manipulate flip fluids with custom fields.

This is a great starting point to dive further into.

Thanks!
Blog: https://www.nelsonlim.com/blog [www.nelsonlim.com]
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