Sound waves in water via fluid Pond- Duncan!!


#1

Im going for an effect like this: @ 44sec

http://www.youtube.com/watch?feature=player_detailpage&v=sThS9OfnM1s#t=42

and wondered if there was a way to achieve it with maya fluid pond…I have tried an oscillating wake emitter with a circular collision wall, but I don’t think that the pond/fluid solver can achieve the interference/ standing waves because of the need for incompressibility?

Thanks ahead of time for your insights.


#2

Try the attached pond scene. It is pretty much the setup you described. the emitter has oscillating density using sin in an expression. You can adjust the “frequency” under extra attributes on the pondWakeEmitter while playing back to get different standing wave effects.
I’m not sure if you can easily get all the effects. It is important that you have several frames per oscillation at least. One could try adjusting the size and dropoff of the emitter among other things.


#3

I very much appreciate your thoughts on this…Both of our setups seem to be able to create ripples and some standing waves, but for some reason not clear to me, the pond/fluid system is unable to create the mandala shaped standing waves as seen in the video.

On a separate note.
Thanks so much for participating in this community, for shedding light on some of maya’s intricacies and for pushing maya forward for so many years. :applause:


#4

Yes…it would be interesting to see an explanation for the standing wave patterns in liquids. The physics of a liquid are much more complex than the simple spring mesh model used by the pond. Vibrational modes of solids are better understood, I think. Perhaps it is vibrational modes of the plate the liquid is on that are leading to some of the patterns.


#5

Mr.Duncan
Can this be done with a standard fluid emitter?
ive been asked to help design a music studio and the client would like to see visuals of his speaker set ups , to test placements and to test build sound dampeners,

i initially tried particles and n particles, however the client needs to see more of a wave and the resounding shapes…

sorry if this is too vague, any ideas?

thanks for everything Duncan

RV


#6

Yes, one can use the spring mesh solver with a 3d fluid for simulation of sound waves in space. The attached scene does this. There are two emitters (one of each speaker) that use an sin function in an expression to emit like a sine tone generator:
float $frequency = 4.0;
fluidEmitter1.fluidDensityEmission=sin(time * $frequency);
fluidEmitter2.fluidDensityEmission=sin(time * $frequency);

The fluid collides with the room and objects, so the sound waves bounce off of and diffract around them. When using the spring mesh model, in terms of the opacityInput attribute the value of 0.5 is modified to mean zero density( which really means zero pressure ). So to make zero density transparent the opacity graph has the middle zero but the rest = 1.(in a V shape).
Values > 0.5 are positive pressure and < 0.5 are negative pressure, with 0.5(zero pressure) being transparent. The color is similarly mapped so that positive pressure is orange and negative blue.

The emitters are parented to the speakers, so you can try moving them around and see how it affects the propagation.


#7

The the setup in my last post I think you could simulate sound dampeners by creating an emitter that does a density replace with a value of zero. (normal collision boundaries are always fully reflective and there is no attribute for absorption) This could be an emission from a mesh if desired. The amount of damping would be controlled by the emission rate. If that doesn’t work one might try using speed replace, with the speed value zero on the emitter.


#8

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