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wave force demo
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hopefully tomorrow you will be able to try them.
the first one is related to the bottom cavities. the first fix was a change in the boundary condition, removing the step artifacts, but apparently this was not enough. even with no step artifacts, cavities still were born on the bottom, because the wave produces very strong upward force, in the real waves you can see how they pull up the sand from the bottom. these cavities were a problem and was fixed after the step artifacts.
the second improvement is ability of the wetmap to affect the water dynamics, this includes two parts. the first one is the liquid-wetting particle transfer. without this a single water particle leaves an endless track, and this makes the wetmap useless for wetting sand. now there is an option (not present in the UI yet) that allows to kill the water particles when they produce wet particles, practically this transfers the liquid into wetting, preserving the total particle count.
the second part of the wetting dynamics is the ability to "stick" the liquid to the wet surfaces. this makes the water movement more realistic, it's needed for the beach to prevent the water break on single droplets when it is sliding over the sand______________________________________________
VRScans developer
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Any chance to see that embedded in an ocean? Foam and splashes on the grid of course, but with a nice transition on the borders?Kind regards, Wolf S./K.
www.faber-courtial.de
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yes, it's intended to be synchronous with the ocean. but you have to be careful and to prevent the splash birth on the waves crests, because the ocean does not have them this means, you have to restrict the wave multiplier, in this scene i'm using 4 for stronger waves that have curly crests, this is not acceptable if you want to embed the simulator in the ocean.______________________________________________
VRScans developer
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