CGTalk Ripple Effect
 08-26-2003, 09:18 AM #1 nofriends_1985 New Member Student   Join Date: Apr 2003 Posts: 13 Ripple Effect Hello, I was wondering how i could get particles to collide with a surface and make a ripple effect? share quote
 08-27-2003, 05:45 PM #2 minos365 Veteran portfolio minos yu shanghai, China   Join Date: Jan 2003 Posts: 70 i ask this question before, he tell me use collisionU and collisionV to know where particle hit surface, and then use fluid effect to do the effect i know this first but i dont know this second share quote
 08-28-2003, 03:04 AM #3 nofriends_1985 New Member Student   Join Date: Apr 2003 Posts: 13 mmm... yer i know what you mean i know how to do the first part but i dont know how you can get the ripple with fluid effects... i was thinkin of somekind of soft body simulation share quote
 08-28-2003, 03:45 PM #4 minos365 Veteran portfolio minos yu shanghai, China   Join Date: Jan 2003 Posts: 70 if i use softbody,it need a lot of point, it too slow share quote
 08-28-2003, 04:25 PM #5 Duncan Expert   Duncan Brinsmead Principal Scientist Autodesk Canada   Join Date: Jun 2002 Posts: 2,981 Once you have the uv point on your surface you can emit into that uv position on a fluidTexture2d(applied presumably as a displacement map). To get a ripple simulation set the fluid solver to "spring mesh". In your particle runtime expression you can determine the grid index at the collision point by dividing the uv by the grid resolution uv. // assuming you have defined the variables collideU +V // if the particle collides do the following: int \$dropSize = .5; // depth of ripple to create int \$indexU = \$collideU/(float)fluidTexture2DShape1.resolutionH; int \$indexV = \$collideV/(float)fluidTexture2DShape1.resolutionW; setFluidAttr -xi \$indexU -yi \$indexV -at density -ad -fv \$dropSize fluidTexture2DShape1; The above adds in a density to the fluid texture at the particle collide location which will generate a ripple at that point. I'm assuming that your code already initializes a colldeU and V variable and that you have created a texture called fluidTexture2DShape1 that is assigned to the same surface being collided with. Duncan share quote
 08-29-2003, 06:46 AM #6 minos365 Veteran portfolio minos yu shanghai, China   Join Date: Jan 2003 Posts: 70 hi Duncan i try,but it dont work,i dont know what is wrong. i attach maya file,can you tell me what is wrong. thanks share quote
08-30-2003, 08:41 AM   #7
nofriends_1985
New Member
Student

Join Date: Apr 2003
Posts: 13
Thanx Duncan...

hey minos365

it took me a few hours but i got it to work with the following code :

float \$colU = particleShape1.collisionU;
float \$colV = particleShape1.collisionV;
int \$dropSize;
int \$indexU;
int \$indexV;

if (\$colU > 0)
\$dropSize = 1; // depth of ripple to create
\$indexU = (float)fluidTexture2DShape1.resolutionH*\$colU;
\$indexV = (float)fluidTexture2DShape1.resolutionW*\$colV;
setFluidAttr -xi \$indexV -yi \$indexU -at density -ad -fv \$dropSize fluidTexture2DShape1;

there is probally a lot better way of writting this code but i am new to mel and this was the best i could do. One thing that you have to make sure of is that the UV of your nurbs mesh lines up with the XY or hight width of your fluid texture. I had a look at your scene file and you should lie your fluid texture on top of your nurbs mesh easier to see whats happening
Attached Images
 ripple.jpg (9.7 KB, 128 views)

 08-31-2003, 03:03 PM #8 minos365 Veteran portfolio minos yu shanghai, China   Join Date: Jan 2003 Posts: 70 thanks i will try share quote
 09-01-2003, 11:48 PM #9 stallion151 constipated CG   M Australia   Join Date: Apr 2003 Posts: 1,551 i think u should change those int values to float values. share quote
 09-03-2003, 05:49 PM #10 Duncan Expert   Duncan Brinsmead Principal Scientist Autodesk Canada   Join Date: Jun 2002 Posts: 2,981 Oops! Yes I meant float for dropSize (the indices are ints, however). Duncan share quote
 09-04-2003, 02:09 PM #11 nofriends_1985 New Member Student   Join Date: Apr 2003 Posts: 13 Duncan Duncan... thanx for all your help you sure know your stuff!!!! i couldnt think of anyway of doing it. but your fluid Effects is great and not to system hungry i was wonder if you mind if i write a tutorial on how to make ripples? share quote
 09-04-2003, 04:34 PM #12 Duncan Expert   Duncan Brinsmead Principal Scientist Autodesk Canada   Join Date: Jun 2002 Posts: 2,981 How could I possibly mind you writing a tutorial? We need more fluids tutorials! Duncan share quote
 01-16-2006, 12:00 AM #13 CGTalk Moderation Lord of the posts   Join Date: Sep 2003 Posts: 1,066,481 Thread automatically closed This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum. __________________ CGTalk Policy/Legalities Note that as CGTalk Members, you agree to the terms and conditions of using this website. share quote