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Graph Water To Foam ?

Posted: Sun Oct 08, 2017 2:18 pm
by Forester
Thomas, would you be willing to provide a simple example of how to transfer water particles to foam particles for a simple Dyverso fountain, using the RF 10 Graph facility? Perhaps in a few posted images here, or on your own website ? Just something simple and very basic.

It would be of general interest here, and would provide a good alternative to the Filter Daemon and to the many Python foam scripts posted (only half of them work now). It might encourage more people to use Graphs - me included.


Re: Graph Water To Foam ?

Posted: Mon Oct 09, 2017 11:40 am
by tsn
Yes, sure. I'll upload a scene with graphs for checking against vorticity and velocity tomorrow.

Re: Graph Water To Foam ?

Posted: Mon Oct 09, 2017 12:38 pm
by Forester
Great! Thank you, Thomas!

Re: Graph Water To Foam ?

Posted: Tue Oct 10, 2017 8:07 am
by tsn
Hey Forester,

Here's a link to a zip archive with a basic 10.1 scene (standard license, can't be loaded with the demo!), the graphs, and a screenshot of the setup and domain settings:

I normally use DySPH for foam, but of course you can switch to DyPBD as well. The graphs are attached to the Simulation Flow (Ctrl + F2) panel's "FramesPre" section. It's really just a basic graph without randomness. Unfortunately, graphs lack a dedicated random node - something I don't understand at all, since it's absolutely essential. It's possible to fake randomness, but this trick makes the graph rather complex and more difficult to understand, esp. for beginners.

Have fun with the scene ;)


Re: Graph Water To Foam ?

Posted: Tue Oct 10, 2017 8:08 pm
by ChristianZ
Works like a charm! Thanks Thomas

Re: Graph Water To Foam ?

Posted: Tue Oct 10, 2017 10:36 pm
by Forester
Very Cool, Thomas! Thank you so much for these.

For anyone who wants to see the Graphs Thomas made to transfer water particles to foam for a simple pour of water into a cup, here are large images of them.

These are posted in a large form, so that they can be read easily. Just right-click on either of the images to save them and you will get the large version. Thomas has done a wonderful job of commenting these graphs - they are easy to understand.

For Velocity --


For Vorticity --


This is GREAT! I'm off to play with it now!

Re: Graph Water To Foam ?

Posted: Mon Feb 26, 2018 5:53 pm
by DmitriyYarkov
Hi Thomas,

you mentioned that there is a possibility to make a fake randomness in the graph. How I can do that? My aim is creating splash particles from water, so I need a big number of particles around an every single original particle.
Thank you in advance!


Re: Graph Water To Foam ?

Posted: Thu Mar 01, 2018 8:11 am
by tsn
Hi Dmitry,

Yes, it's possible to add randomness, but currently I can't see how this addition should help to get more particles around an existing one. OK, I have a rough idea, but most probably this approach is not what you're looking for. The randomness I was talking about was meant to create ranges in which the particles will be filtered, e.g. between 3 and 5 m/s instead of exactly 4.0 m/s.

I think in your case it's more economic to either use the filter daemon or create the particles at render time - but that's only a solution if you render with Maxwell, because it has this neat Multipoint option where you can create particles on the fly. I remember that I had a scene where I've created huge amounts of particles from a cached simulation with the filter daemon, but I don't know if I still have it. I also think that it required the Binary Loader which doesn't work with Dyverso.