![]() I added notes and text to guide you to the correct part of the network. I then adjusted the tank using padding around the tank centre inside the object that supplies the fluid container in to DOPs. But in my example below I didn't have that issue… I attached a hastily created scene file with a very poorly modeled cruise ship hull and used the Guided Ocean Layer shelf tool to set up the tank around the ship. I wonder what it looks like if you run the simulation up with the boat going through the flip fluid and then get to your point at say frame 100 and then start from there. You take a boat that is instantaneously moving at a given velocity and then you push it through a static fluid, you may just get that initial wave pushing forward. ![]() Now I wonder if the initial push of water is just that. It's the selection prompt asking you to select the object to follow as you work through the Guided Ocean Layer tool in the viewport. I would set this up using the Guided Ocean Layer shelf tool to create a transient flip container that follows the ship. The draft looks good on your ship wrt the fluid surface. 200M long and 28M wide with a draft of around 6.8M. Scale? Is your ship in Metres? Average cruise ship is approx. You can add a Trail SOP and compute the point velocities. The velocity is found on the Trail SOP when building the ship as a collider.
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