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Center of Gravity Simulation July 20, 2025, 4:08 a.m.
Hey, just reading this post as I am also looking into it.
I agree that it's extremely complex, the more I dig into it the more I discover extra physic rules.
The easiest way I found for now is to make voronoi fracture on a sphere, keep only the surface, then simulate in vellum (hacking cloth to make it super stiff). Inside the solver, a custom pop wind allows to give the main motion, with a chop noise injected into 3 axis. You can consider using advect by velocity that sound more acurate for this effect. Gravity is killed, and sliding constraints allows to maintain the plates against the sphere. A very slight offset allows plates to slide on top or under each other, take collisions into account.
You can then add prefracturing with constraints that breaks based on stress, on any relevant rules (size of the plate for exemple). In real life, the new fracturing are super dynamic and triggered by the actual motion, so you might need to build a very custom solver to achieve this realism.
Also in real life plates are kind of semi rigid on this scale of time. Cratons tends to be super stiff, when other parts of plates are more flexible, as it forms mountains and relief. Magma is also generating new crust when plates are diverging, on ocean ridges.
You can also investigate Gplates that is very specific to this type of task, but the interface is not especially intuitive when you never used it.
Would love to hear from other people what they came with to tackle this kind of effect !
I agree that it's extremely complex, the more I dig into it the more I discover extra physic rules.
The easiest way I found for now is to make voronoi fracture on a sphere, keep only the surface, then simulate in vellum (hacking cloth to make it super stiff). Inside the solver, a custom pop wind allows to give the main motion, with a chop noise injected into 3 axis. You can consider using advect by velocity that sound more acurate for this effect. Gravity is killed, and sliding constraints allows to maintain the plates against the sphere. A very slight offset allows plates to slide on top or under each other, take collisions into account.
You can then add prefracturing with constraints that breaks based on stress, on any relevant rules (size of the plate for exemple). In real life, the new fracturing are super dynamic and triggered by the actual motion, so you might need to build a very custom solver to achieve this realism.
Also in real life plates are kind of semi rigid on this scale of time. Cratons tends to be super stiff, when other parts of plates are more flexible, as it forms mountains and relief. Magma is also generating new crust when plates are diverging, on ocean ridges.
You can also investigate Gplates that is very specific to this type of task, but the interface is not especially intuitive when you never used it.
Would love to hear from other people what they came with to tackle this kind of effect !
Underwater hair simulation Jan. 15, 2025, 8:05 p.m.
Alright I see, thank you very much for the suggestion. I tried the AdvectByVolumes without success, would you mind suggested me a link or a method for that ? I am not sure how I should convert the geo in vdb or volume, especially how should I set the velocity for making it work. In the context I will work from the geo and not the flip fluid cache.
Underwater hair simulation Jan. 15, 2025, 7:10 p.m.
Hello,
I am a CFX td working on a water contact simulation.
I am looking for advecting my guides with a geometry of a flip simulation. I didn’t find a way of making it work for now and struggle with it so I am coming here to ask for advices.
What I am looking for is to move the guides inside the volume instead of colliding with it. I also have an issue with overiding mass in sop context of the vellum solver, when it’s working in one way (reducing the mass when the guides are inside the volume) but not the other way (when the volume is moving down the guides doesn’t recovers their original mass).
How would you guys approach it ?
Best
I am a CFX td working on a water contact simulation.
I am looking for advecting my guides with a geometry of a flip simulation. I didn’t find a way of making it work for now and struggle with it so I am coming here to ask for advices.
What I am looking for is to move the guides inside the volume instead of colliding with it. I also have an issue with overiding mass in sop context of the vellum solver, when it’s working in one way (reducing the mass when the guides are inside the volume) but not the other way (when the volume is moving down the guides doesn’t recovers their original mass).
How would you guys approach it ?
Best