Creating a Ripple effect

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Wow.... amazing. I subscribed.

👍︎︎ 1 👤︎︎ u/simpernchong 📅︎︎ Apr 02 2020 🗫︎ replies
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hello 1 and today we are taking a look at ripple effects like those and how they actually work exactly and how can we make them in the grasshopper environment so stay tuned and let's get into it [Music] so this is basically the scripts and we have certain parameters here that can adjust our kind of wavelength or our splash enos and we also have the points that they are defined on here that we can manipulate and change where those ripples are coming from and this thing that's all there is a little bit of like a sinus function here but this is very easy to understand and then we were also creating the mesh in the end that can get baked and it can create those very nice structures that we have here that you can use for your render anyhow so let's start with the new script and let's get this from scratch so you can understand every kind of aspect to it so let's sleep those so the first thing we're gonna do is we're just gonna create a very simple grids reduce it by construct points and we're gonna create two serious in here that have also a amount of points so for now let's just 299 copy to put it in the count and copy this and now we have the x coordinates and the Y coordinates as you see they go great right now like you know if you go to the top view they go X and according to Y but we want to have them basically as a grid so we need to graft one of those and that will create basically all those points at once simultaneously so because basically each x point gets created by each y coordinate point and we can also obviously create the basically the fabric of the net itself that's going to be bigger or small it's basically scaled at the nsk in a way so now that we have those point creates we want to define the the points that we want to have those splashes that we saw and hear because there might be several space so we don't have multiple of those so we're gonna create this using just the point commands and then we are going to put those points here on several occasions and as you see now they're now defined here now we also wanted to that those points have a distance and like a clarification between each of those beginnings and the end points furthermore those points at the moment are basically laid out in those like lines and we only have them basically all once you all want to have them all talking at once so we basically need to flatten this again actually you might see about that but we might need to go back to that so now we need to create the distance between the points and now we have the resulting distance of each of those points however we need to actually because we want to have each individual distance we might need to graph this for now and then we might we need to put all those points together in order to create the sinus function so first of all let's create the sinus function this year by sciences and mathematics as I think yeah tree tree geometry Trio trio geometry I don't know words tree geometry yeah and that basically creates values between 0 minus 1 and 1 and that will be used for our Z destination so basically it goes up or downwards depending on that amount so we're gonna use the Move command and gonna create them by the z axis upwards and then we put in this here and we take the points that we had here in the beginning and see this already looks quite as we want to have it actually however it just only depends on just one points so we want to all those points where you see there's something going on here in the end but we want to have all those points reacting together in this sense so we basically we need to add together the distances of each of those points in order for it to work correctly so I might make a mistake here but we're gonna fix that on the goal if you're not doing it correctly so as in the moment we basically we have all liked all those different branches with the different amounts of our our points and we need to basically flip this matrix so they all get pointed let me just see how ha I made it here because I've got a little bit confused last time with it okay so we have the points query the points get grafted and then we have the okay the distance is defined by that so we need to flatten this and then we are grafting the points here and it's actually already looks quite better so if we're not create the points now okay there's still that it's not obvious and so exactly way what I because right now they all get created like four times what we want to basically put all those points together so they are all then put in this sinus function we don't have four different branches or just one so we're gonna flip the matrix as we said so before we had four tree four branches of each of those 9801 items but now we want to flip it and basically 9801 branches with each of the four items and those now gets basically added together and when are they're added together we have them all just like in one package and this now results in just 981 and 999 thousand eight hundred one items and those get then passed into the sinus function and they also most likely need to be yeah they need to be flattened don't forget that this will take some computing power otherwise and we need to put them now into the sinus function as well okay let me see if I made a little mistake here because I think now you see it is kind of working but it's not really the correct measurement as we are seeing right now let me just take a look click look on the cheat sheet how we made it here okay so here we made it basically other way around we first you find the distance then define the sinus function and then we calculated the the differential differentiation so we basically copy this put this back here and then put the flipping function here and put the result back there so this looks a little bit more like actually let me just we calculate those points yeah I think this looks pretty good already yeah yeah I think that works as you see if they're closer together the ripple effect gets kind of like equalized and they're only almost like being equal and the more you put them apart the more of a mess kind of gets created here so this already is quite good and with this this amount with those points we can just go under and then triangulation under the yellow Animesh and now we apply the points regenerate here and this will very nice and very quickly generate a mesh on top of that so this would already work so if you will bake this you see it is a very well working mesh and it works pretty well however there is one thing that's kind of not really natural it is because you see the the distance of it basically stays the same as if the ripple effect would not be less over the distance because yes some things like drag or like just physical like resistance in this effect so we want to create a dependency on the distance depending how far away those things are so this sounds very complicated but it's actually very simple because it's just like a distance calculation so we already have the distance defined here and now we need to I think we need to have a dependency on the distance now and then apply this dependency on the results here whoopsie and I want to close grass over but still let me take a look of how I made it the other time because I don't steal your time okay so basically did this since then gets defined by the distance we had before which would result in in a slight modification and this is just like a general timer here okay let's see if I can get this back like that again so we're gonna create a multiplier that will multiply just a general amount of things here so we want to have the amplitude of how far up those things get I think or oh and how frequent they are okay so this this controls the frequency of the things but now we also want to make a division depending on the distance that we have so we basically we are dividing the current distance by the distance of the things I cannot okay now we it's the other way around so we are we have the distance of the we have the current sinus calculation and it is divided by the distance of our of our things and this also kinda needs a multiplier because that would make the farness let's say of like how the diminishing are the reducing over the distance strong or less stronger so we also create a almost like here and this now then gets put into the results and that works so let's actually create it so it will be little more usable hmm we can also maybe make this stronger as well those basically those parameters here they help a lot of basically managing the strongest of each of those things so kind of like a like a slider almost I like like strongness of it and you see it kind of gives us the results so we have the in the beginning we have the very strong wave and it like gets over a little bit less and less so you have to like work around the sliders which of those things work the best for you which is like the most useful in this matter and you can always just put another slider in between or after that I think for example this is kind of like redundant so we're putting this actually here it might create a better result overall okay maybe not anyhow yeah you basically just like take the sides in here and obviously if we are creating other points as well that's also depend on those things if we could just recreate them here very easily and as you see they all have those kind of like droplets to it and obviously we can change the intensity really quick to kind of get a sense of scale to it and then also get the kind of the majority or the the important parts of it to stick out a little bit more so yeah and like now I also made it like another script that we can just maybe quickly also do your basically create a shape like at the pool around it so we're just gonna do multiplication by the beginning points and the step of its that will create the rectangle around its like here is a C and that that thing gets to extrude upwards and to like a certain Heights spicy obviously and then we would have basically the basic pool and we might want to have it so as well it might be one mount basically less because it's division so you want to have it - one in here so it wouldn't get too big whereas just so it fits on that perfectly and because I'm gonna move it downwards a little bit maybe by the half of the extrusion upwards so you would have it always like in the middle panel more or less defines obviously we need to use it in the Z direction again otherwise this really wouldn't work oh and we also need to have it negative I think okay so this will be out basically our basic pool and yeah then you can just like very simply bake that as well and maybe then also you can use it in you like offset offset surface in the right environments and put it in the right direction make a distance of how much and then you basically have have your your surface and then you need to also bake the material for the the water as well that we have here now it could be any other kind of thing as well kind of like a surface for landscape I don't know and then you just need to apply some materials to it for example you can in the viewer editor if you have it installed you can just go under liquid and just place some kind of ways to and then you can just render it rather quickly and have this effect immediately seen and the result that she wants to have so they're actually the real kind of ripples on the water so thank you very much for watching I hope this helps out a little bit it is a very kind of simple way of creating those ripple effects but if you want to have this effect is especially it would take a lot of time to create it yourself in the US upper environment or in the right environment I mean and if you want to make some adjustments it would make it very very difficult so yeah thank you so much for watching and see you around the next time
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Channel: GH Tutorials
Views: 2,465
Rating: 4.9245281 out of 5
Keywords: gh, grasshopp, grasshopper3c, grasshopper3d, grasshopper, rhino, rhino3d, rhinoceros, rhinoceros 3d, tutorial, how to, what is grasshopper, lear, learn, grasshopper learn, ripple effect, water, droplets, outside, nature, water ripple, wasser, Welle, wave, atrractor point, sinus, atrractor, attractor, attractor point, render, vray, visualization, visualisation, vray render, rendering, learning, architecture, parametric, art, parametrique, architektur, parametrisch, parametricular, workflow
Id: OAnXjWeIrwk
Channel Id: undefined
Length: 18min 14sec (1094 seconds)
Published: Fri Mar 27 2020
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