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Tutorial > FluX

Originally posted at 07-10-2013 16:34
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HORSE



The simulation of Mustang crowd in wave form runs down the valley.


Memory = 12 GB, working from workstation with 4 physical cores.




1. Preparing the geometry



 


Prepare the geometry of a horse and the valley. The readable geometry formats are bin (Realflow), obj, alembic etc. Each value of the X, Y, and Z axis on the geometry must be greater than zero so it is possible to simulate as intended.


The exported geometry of the valley ? obj file.


 





The sequence of horse geometry ? export the obj sequence of animated geometry from other software.











Place the geometry in the Import folder under the FluX project folder after creating the project.



 



2. Creating a project



 


Run FluX and create a project from the file menu that will run the simulation
[File > New Project]







 



3. Checking the scene

Before start building the simulation node, make sure that a scene is created.


1. Create a node from [the File tab >> Cache] to load the geometry.





2. In Node Property Window, search the file that will be imported and load it from ‘FileName’. (The files can be accidently overwritten depending on the situation, so switch the Write Files mode to ‘Read Files’ from ‘Option’.)





3. Type the appropriate name for the node so it can be easily distinguished.




4. Create a MeshShape node to display the geometry in Viewport. [Shape >> MeshShape]


 







 


5. Connect the MehsShape node to the Horse_Chache node and then press the Refresh button. Check if the geometry is shown in Viewport.




Tip: In FluX, if the Play and Refresh buttons aren’t pressed, the display in Viewport will not be renewed.





6. Repeat the steps above to import the valley geometry.

7. The geometry of the animation scene is shown in Viewport.




8. Set the time range of the simulation by adjusting EndFrame on Time Slider. [Total frame = 180]


 




9. Check the scene by pressing the Play button. (Viewport Navigation of FluX is same as Maya)



 



4.Setting up the simulation container area

The simulation container is the space where the simulation occurs. Adjust the size of the space so it matches with the geometry.



 


1. Double click on the Ground_Shape node (the valley) to activate the parameter window.




2. Activate the Wireframe mode and then compare the size with the domain


 




3. Verifying the domain


 




The orange box in Viewport is the simulation domain.


 


4. Double click on the Global node to activate the parameter window and then adjust the size of the simulation container.


 




The container size can be adjusted by multiplying Resolution and CellSize.





 


5. Resized container area


 




 


 


5. Basic simulation setting


 



Preparing the basic data set


 


1.Create a Particle node [Primitive >> Particle] ? Creating the Particle data set.


 







 


2. Create a FluidContainer node [Primitive >> FluidContainer] - creating a container.


 


3. Add a GetMaxSpeed node [Field >> GetMaxSpeed] and a ComputeTimeStep node [Misc >> ComputeTimeStep] to calculate the precise time step.


 





 


For the accuracy of the simulation, these nodes calculate the maximum speed of the grid field, and accordingly adjust the time step.



 


4. Connect the nodes as shown.






 


5.From now on, DT of ComputeTimeStep that represents the time step will be used instead of the Global node.



 


6. If you click on outDT of ComputeTimeStep, the same type of parameter input terminals will be indicated on other nodes.



 


7. Verify the name of the port if it has the same name as DT, then connect. (Connect to DT of the Cache node)


 



6. Setting up the particle emitter



 


Set the emitter to create particle from the surface of the horse.

1.Create a EmitParticleOnMesh node [Particle >> EmitParticleOnMesh]






2.Connect the outData port of Horse_Cache to the Mesh input port of EmitParticleOnMesh.
Connect the output port of Particle to InParticle of EmitParticleOnMesh.
Connect outDT of ComputeTimeStep to the DT input port of EmitParticleOnMesh.


 








3. Adjust the parameter of the EmitParticleOnMesh node.


a. Double click on the node to activate the parameter window and set the value of 1 to each Rate and Density.


 



 


 


7. Setting up the solver


 



Set the solver and then verify the particle.

1. Create a VARSolver node [Particle >> VARSolver]


 







 


a. The VARSolver node calculates the interaction of the moving object and fluid.



 


2. Connect VARSolver as shown.


 











 


The current connection structure is made when there is no special collision object.



 


3. To reflect the recalculated time step, Connect outDT of the ComputeTimeStep node to DT of the VARSolver node.


 





 


4. Double click on the VARSolver node to activate the parameter window.



a. Set the value of 0.5 on ParticleDrag and 1 on DensityDependentDrag. (This setting is required for preventing the particle with fast speed to get scattered)



 



8.Displaying and saving the simulation result

The Cache node and the Terminal node notify the engine the operation shutdown of the simulation.


 



1. Create a Cache node [File >> Cache] and connect the outParticle port of VARSolver to the inData port of Cache.


 




2. Activate the Cache node and type the filename and the extension.


 




 


‘.fxp’ is the extension of particle format used only in FluX. The file will be saved in the form of [ filename.####.####.ext ]. The four-digit in front is the number of core when (MPI) distributed simulating, the four-digit in behind is the number of simulation frame.



The file can be saved as the particle format of Realflow if the file extension is set as bin.


 



3. Connect outData of the Cache node to inDstParticle of the ParticleShape node so the particle shape can be displayed.


 





 


4. Move to the first frame on Time Slider to display the shape, and then press the Refresh button.


 





Pressing the Play button on Time Slider will proceed with the simulation consistently. Pressing it again will stop the simulation.


 





 



9. Setting up the collision geometry

So far, the basic simulation network was set up. From now, set the terrain as a collision object for the particles generated from the horse to flow and collide with it.



 


For the accurate collision calculations, two collision operations are done. The first one makes the LevelSet shape of the terrain collide, and the second one makes the mesh shape collide.



These two types of collision are mutual complementary so the both details and stability can be obtained.


 



1. Create a MeshToLevelSet node [Converter >> MeshToLevelSet]. This node converts the terrain mesh to LevelSet for creating the collision geometry LevelSet.


 






 


2. Connect the LevelSet input port of MeshToLevelSet to SolidLevelSet of VARSolver.




3. Create a CollideParticleToMesh node to calculate the collision with the mesh. [Particle >>CollideParticleToMesh]


 







 


4. Connect the outData port of the Ground_Cache node to the Mesh port of the CollideParticleToMesh node.


 




5. Connect outParticle of VARSolver to the inParticle port of the CollideParticleToMesh node.


 





 


6. Connect the outParticle port of the CollideParticleToMesh node to inData of Cache to replace the existing connection.


 







 


7. Activate the parameter window of CollideParticleToMesh, and then adjust the value of Friction as 0.2 and MaxIteration as 3.


 



8. Connect DT of CollideParticleToMesh to outDT of ComputeTimeStep.


 





 



10. Adjusting the shape and the speed (1)

Depending on the situation, slow down the excessively fast speed of the particles (Drag) or add the turbulence to express the details of the wave.
.
1. Create a DragParticle node to adjust the shape of scattering fluid. [Particle >> DragParticle]






2. Connect the Drag node in between the Cache node and the CollideParticleToMesh node.


 





 


3. Connect the recalculated TimeStep DT as well.


 




4. Adjust the value of Drag as around 0.2 in the parameter window.


 


 



11. Adjusting the shape and the speed (2)


 



Depending on the situation, slow down the excessively fast speed of the particles (Drag) or add the turbulence to express the details of the wave.


 



1. Create a AddTurbulenceField node to adjust the smoothness that influences the shape of fluid generating from the horse. [Field >> AddTurbulenceField]


 






2. Connect the outParticle port of the EmitParticleOnMesh node to the inParticle port of the AddTurbulenceField node.


 





 


3. Connect the outParticle port of the AddTurbulenceField node to the inParticle port of VARSolver to replace the existing connection.


 





 


4. Activate the parameter window of AddTurbulenceField, and then adjust the value of Amplitude as (1, 1, 1) and Frequency as (30, 30, 30).


 



13. Key animation of the parameter value

When the speed is added in the turbulence and the value of the seed and the offset is fixed, there is no change of direction which may look awkward. To prevent this phenomenon, animate the parameters.


 



1. Create three KeyBezierInterpolation nodes. (The offset of the AddTurbulenceField node uses the value of three dimensions. Therefore, three parameters are needed) [Channel >> KeyBezierInterpolation]


 




2. From the parameter window of each KeyBezierInterpolation node, set an appropriate value of NumOfValue (number of key), ActiveValue1, and ActiveValue2 (output value1, output value2), Frame1 and Frame2 (keyframe number1, keyframe number2) etc.


 




 


3. Create a DoubleToVector node. [Converter >> DoubleToVector]


 




4. Connect the output port of three KeyBezierInterpolation nodes to X, Y and Z of DoubleToVector.


 




5. Connect the output port of DoubleToVector to the Offset input port of AddTurbulenceField.


 





 



14. Distributed simulation progress - MPI

Proceeding with the distributed simulation (MPI) from the local workstation
MPI ? Parallel and distributed network simulation.


 



1. Verify that the final Cache node is the Write File mode. If it’s the Read file mode then change. (It automatically switches to the Read mode when the simulation is in progress so it needs to be checked again when you need to do the simulation.)


 







 


2. Change the file extension as bin if the final cache format needs to be the Realflow format.


 





 


3. Activate the Server Setting Window by toggling the ServerSettingWindow button.



 







4. Press the Start button to proceed with the MPI simulation.


 





 


5. Press the Stop button in the MPI Simulation window to stop the simulation process.


 


15. Snapshot of the result


 





 


 


Down Horse Sample File


 


 

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Attachments:

Horse_SampleFile.zip.001
Horse_SampleFile.zip.002
Horse_SampleFile.zip.003
Horse_SampleFile.zip.004
Horse_SampleFile.zip.005
Horse_SampleFile.zip.006
Horse_SampleFile.zip.007
Horse_SampleFile.zip.008
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#1 - 07-20-2013 12:58
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