Ripple from Vibration

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Hi everyone,

I'm looking for creating ripples that generates from the edges of a vibrating object intersecting with a flat surface.

How do you guys think it would be best to do that?
Thanks for any advice!
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Maybe Flip Tank can be use for this goal !

Make your vibrating object kind of Rigid Body :?
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Hey Joker,

I actually need to work it out more as a geometry type of deformation/displacement.
Similar to what the ripple deformer does but emittig from the edges of an intersecting object instead of a central point.
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OK ,You can take intersection points from grid and edges of your object ,Then create multiple ripple on the position of each point.
You can do this in the VEX network .

I made a simple asset about this ,Maybe it's can help you

Attachments:
JK_Ripple_Plus.hip (184.9 KB)

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You can add another parameter to show Intersection area.
To take best result just set “Intersection Distance” and “Wave Decay” parameters correctly !
Also I defined “Random Time …” parameter to make offset time between each ripples to prevent same ripple's shape for you

Attachments:
JK_Ripple_Plus_B.hip (186.5 KB)

https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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Hey Joker,

that's a really nice set up. Thanks a lot for the file!

I was studying your solution and I was wondering if the reason for swopping y and z of the initial P value is to align it to the ZX plane?

Great stuff!
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Yes ,Exactly

The Ripples node in the VEX network ,take it's own position(center ripple point) with UV attributes.

So to move center of each Ripple to define position we should move UV data of the grid.

Because the UV is 2D Vector and not 3D Vector (we just have S & T data ,Not X Y Z data) ,we should convert 3D position of the points(X,Y,Z) to 2D Position of the UV (S,T) with below style :

X = S
Y = NULL ,we don't need this value ,because we used ZX grid
Z = T
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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Hi Joker,

I was playing with the set up you put together and I tried it placing the object in different positions and orientation, but I ended up with a couple of problems.

I have aligned to grid to the XY plane, so now the ripple deformation happen along the Z axis. Also the grid is not placed at the center of the axis anymore.

I was able to adjust the deformation according to the new transformation of the grid, but for some reasons the deformation itself is misplaced compared to the intersecting point from the second object.

I'm attaching the scene I was playing with. Do you know what is causing the probelm?

Cheers!

Attachments:
jk_ripple_test.hip (437.1 KB)

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I think one mistake I've made might be to fit the UV's projection to the geometry bounding box :?
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Yes ,That's because UVTexture !
use uvproject1 for UV (Not uvtexture1) and set parameters to default values :
Translate = 0 0 0
Rotate = 0 0 0
Scale = 1 1 1

UV Project SOP is different to UVTexture !
you should use UV Project by default value.

if you use UVTexture ,then change grid size ,UV dosen't change.
But if you use UV Project and change grid size ,then UV change .
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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