HySPH Wetmaps
HySPH Wetmaps
Is it possible to create wetmaps with HySPH particles? I haven't been able to get it to work. Everything is checked in export central and RF writes out the image files, but the object never actually gets marked with wet spots. It works with standard SPH particles, but I can't seem to figure out how to do it with HySPH secondaries from a Hybrido2 system.
Re: HySPH Wetmaps
Hi,
right now HySPH emitters are not affecting wetmaps directly.
You can give the attached scene a try. It contains a graph that, when the distance of a particle is close enough to an object, it creates a standard emitter particle which actually creates the wetmap.
Sorry for the inconvenience
right now HySPH emitters are not affecting wetmaps directly.
You can give the attached scene a try. It contains a graph that, when the distance of a particle is close enough to an object, it creates a standard emitter particle which actually creates the wetmap.
Sorry for the inconvenience
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Alex Ribao
RealFlow Team
Next Limit Technologies
RealFlow Team
Next Limit Technologies
Re: HySPH Wetmaps
Thank you very much! I'll try this right away.
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o.delellis@gmail.com
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Re: HySPH Wetmaps
that works..!
...but the SPH creation threshold is not responsive..
i got 10 million H2 particles and want to avoid having and extra 20million SPH particles if that is possible
picking up 16TB on monday..

...but the SPH creation threshold is not responsive..
i got 10 million H2 particles and want to avoid having and extra 20million SPH particles if that is possible
picking up 16TB on monday..
Re: HySPH Wetmaps
The graph didn't work for me (because I use the Learning Edition) so I wrote python script for it:
Put it in FramesPre in the Simulation Flow window. There are some things you might want to tweak to fit your scene. I'm not sure how the graph worked, but this only copies the splash particles, and surface particles from the domain rather than all the grid particles. Using dumb particles is enough, and you can raise the min substeps if you want a little more realism in your wetmap. Hope this helps someone.
Code: Select all
#Rename the nodes to match your scene:
#HyFLIP Domain:
domain = scene.get_HY_GridDomain("HY_Domain")
#SPH Emitter:
sph = scene.get_PB_Emitter("Container")
#Optional HySplash Emitter:
hySplash = scene.get_HY_Splash("HY_Splash")
#Change Surface Bandwidth if you need to:
surface = domain.getSurfaceParticles(0.05)
splash = hySplash.getParticles()
sph.removeAllParticles()
for p in surface:
sph.addParticle(p.getPosition(), p.getVelocity())
for p in splash:
sph.addParticle(p.getPosition(), p.getVelocity())Re: HySPH Wetmaps
Hi again,CG_Nema wrote:The graph didn't work for me (because I use the Learning Edition) so I wrote python script for it:
Put it in FramesPre in the Simulation Flow window. There are some things you might want to tweak to fit your scene. I'm not sure how the graph worked, but this only copies the splash particles, and surface particles from the domain rather than all the grid particles. Using dumb particles is enough, and you can raise the min substeps if you want a little more realism in your wetmap. Hope this helps someone.Code: Select all
#Rename the nodes to match your scene: #HyFLIP Domain: domain = scene.get_HY_GridDomain("HY_Domain") #SPH Emitter: sph = scene.get_PB_Emitter("Container") #Optional HySplash Emitter: hySplash = scene.get_HY_Splash("HY_Splash") #Change Surface Bandwidth if you need to: surface = domain.getSurfaceParticles(0.05) splash = hySplash.getParticles() sph.removeAllParticles() for p in surface: sph.addParticle(p.getPosition(), p.getVelocity()) for p in splash: sph.addParticle(p.getPosition(), p.getVelocity())
Yes, that is pretty much what the graph does. Except that instead of transfering the surface particles, we transfer particles within a certain distance threshold to the desired geometry.
Alex Ribao
RealFlow Team
Next Limit Technologies
RealFlow Team
Next Limit Technologies