sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    "faux" Fluid Stream

    Scheduled Pinned Locked Moved SketchyPhysics
    7 Posts 5 Posters 883 Views 5 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • M Offline
      mptak
      last edited by

      Does anyone have any great ideas for generating a fake fluid stream for simulation of flow. I think the answer exists in the "emitter". I am trying to bridge
      the world between teaching students about kinematics and bernoulli's equations at the same time you all are providing them the tools to actually visualize it. Somewhere there is a nexus between Phun physics and sketchy physics that is going to really change how kids/adults learn.

      This forum keeps me constantly engaged...you all are incredible!

      1 Reply Last reply Reply Quote 0
      • C Offline
        CPhillips
        last edited by

        Except for the buoyancy plane (which isnt fluid at all) I dont really think fluid is possible with the current version. Maybe lots and lots of spheres.

        1 Reply Last reply Reply Quote 0
        • R Offline
          remus
          last edited by

          lots of spheres doesnt work very well, in my experience. You cant get enough spheres to get a decent resolution for your 'fluid.'

          http://remusrendering.wordpress.com/

          1 Reply Last reply Reply Quote 0
          • W Offline
            Wacov
            last edited by

            Yesturday I tried making hundreds of shapes, with slight repulsion of one another, kinda like particles in a fluid. From what I could see, it sort of worked... but it's insanely laggy, and still needed about 10X as many particles 😄

            http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

            1 Reply Last reply Reply Quote 0
            • J Offline
              Jaycephus
              last edited by

              Are you using a single-polygon component? If you set it to always face camera, will it always face camera during a sim?


              • Jay
              1 Reply Last reply Reply Quote 0
              • W Offline
                Wacov
                last edited by

                I think the main flaw in my idea is it works as particles at a molecular level, you'd never be able to make it with a high enough resolution for fluid. The particles just push up against the container, with a relatively thin area in the center.

                http://sketchup.google.com/3dwarehouse/cldetails?mid=3096a836877fb9af6cd8ad826e9017b8&prevstart=0

                1 Reply Last reply Reply Quote 0
                • J Offline
                  Jaycephus
                  last edited by

                  Well, I don't think anyone simulates with a realistic number of molecules. The least realistic fluid animations use a particle emitter, where the particles use a 'blobby' algorithm to simulate a fluid surface. A single particle looks like a polygon-sphere, a droplet. A tight line of particles looks almost like a true fluid stream. The major downfall is that the particles don't have any expression of 'surface tension' or volume, so they freely scatter and also can flow to a single small spot. Scriptable particles have partially overcome even that drawback, if you can script in a kind of attraction that has a min. standoff distance, and still incorporates friction between objects, damping, and so on.

                  True fluid simulators that do all the work internally still operate on a mesh that you produce which has a relatively small number of vertices. Just like Finite Element Analysis (FEA) used to simulate the failure of a given part design that uses a given material, such as acrylic plastic or a certain aluminum alloy. The part model, usually created in software like Solidworks, is broken up into elements, small blocks, so that the part looks like it is made of tiles, like the space shuttle. (It also has a resemblance to a quad-only polygonal model where all the quads are the same square area.) But the tiles are blocks, and the entire solid has been 'blockified'. Then the expected 'force' is applied to the part in a specified vector, and based on the material selected, an analysis is performed and a report is produced that details the amount of force that produces deflection and ultimately failure of the part. Usually an image is generated that shows which areas of the part are stressed the most, allowing the designer to rework it to improve his design.

                  The point is that these sims usually work on mere hundreds of elements, maybe several thousand at the most, not tens of thousands, and certainly not millions. You might be able to make something that looks like flowing sand or wheat, or maybe even 'like' a fluid, if some more advanced physics scripting is added. But since SU doesn't do any special rendering, the best is could probably look like is 'watery particles'.


                  • Jay
                  1 Reply Last reply Reply Quote 0
                  • 1 / 1
                  • First post
                    Last post
                  Buy SketchPlus
                  Buy SUbD
                  Buy WrapR
                  Buy eBook
                  Buy Modelur
                  Buy Vertex Tools
                  Buy SketchCuisine
                  Buy FormFonts

                  Advertisement