Creating a wave simulation _ tutorial 2

 

 

Remove the Z direction

We only have to remove that Z direction from our wind factor.

We only get a tiny bit of wave movement. Increase wave Period slider.

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We get a bit of motion and we turn off the deconstruct mesh.

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It looks limited, speed it up a bit by lowering the Y here:

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So this is the base, the wave is coming from the origin, we try to mix it up.

Create a point, which is the center of the movement. Take an expression X/2 (reduce to X, see video)and plug it into the point.

Plug in a Z value

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Create a circle with a vector in it. The radius is going to be the vector from the slider.

Create a second smaller circle and a 2*Pi*x and reduce that from the former expression.

Pull the 2*pi*X from here

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Now we are going to evaluate the small curve this through the small circle between 0 and 1

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Sloppy curve adjust the through Y slider and reparameterise through here, see c

Too choppy for my liking. Add a Smooth number component, looks at the numbers and average them out better

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Averages out the numbers better! So it moves smoother

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This point here, is the basis for the larger circle.

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Load the radius on this inner circle here

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Do the same thing to evaluate the other curve (add Evaluate)  but I am going to do..

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a simulation, take a graph mapper and change it into a Bezier curve, and you can see the value move along it.

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PLug the bezier curve into Evaluate and it gives a constant velocity if you plug it into Evaluate.

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It is still a bit choppy, so I am going to match start and end tangents (picture 2), so it looks a tiny bit more natural. You can pull the right handle down ever so slightly to adjust

 

 

 

Instead of Evaluate surface..

Move this group along to the right

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Plug Eval in Dist

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We are going to get a more dynamic simulation and move the amplitude for the unary force up to lets try 50

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Turn of these gadgets

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I am also going to bring down the frequency of these waves a bit.

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Add a range with a slider with a max of 5, set it to 2 for now.

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Reset the counter, top left.

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Add a multiply, to multiply the ranges by the R (result)

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Click on Range. R We are also going to cull out the last number because it gives us the exact same number as the first number. Set integer to -1.

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Plug L into A

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Add an expression X*Y +Z , Multiplying X *Y and add a Z

  1. Multiplying X

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2. Times Y (L in Y)

 

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Plus Z

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Plug that into X (R into X)

Screen Shot 2018-11-13 at 8.33.10 AM.pngScreen Shot 2018-11-13 at 8.34.10 AM.png

That gives me two points going around the circle.

Add more point in Steps (step from 2 to 5), and spread them out if you want. Bring it back to 2!

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Now tidy up: 

 

 

At this point, the multi-points aren’t piping into the simulation properly, I am going to lock my Sulfur

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I am going to start to grafting (click on t Select graft) the points over here.

 

 

Feeds into distance (set lock off temporarily to see what it does and it is not ok.

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This curve Evaluate does the wrong thing

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We only want one curve coming out

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List out plug into parameter here

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Let see what we have coming in here

Screen Shot 2018-11-13 at 8.51.59 AMYes two values

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Flip the matrix on the other side

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Add an average component and flatten it!

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All we trying to do is adding a little bit more unpredictability, by giving it a bit more wave sources. Because in the sea the waves come from everywhere.

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Let’s see how it behaves with more variables in here.

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Reset the simulation with the button

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Tweek the frequency to 0.0260

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It goes real slow now we put 42 in add another step to 3 . That really slows it down now we might want to tweak that frequency again and bump it up a little bit. Bring it back up tp 0.503

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