Flint Particle System Forum - Water Flowing Through a Pipe 2010-11-24T23:06:06+00:00 http://flintparticles.org/forum/ Lussumo Vanilla & Feed Publisher Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=754#Comment_754 2009-04-09T14:48:08+01:00 2010-11-24T23:06:06+00:00 TripleH http://flintparticles.org/forum/account.php?u=183 Hi there, I'm working on a project to create an animation showing how a combined sewer works. I've used FLiNT to make the rain effect, but I haven't had any luck with what to do for a fluid ...
I'm working on a project to create an animation showing how a combined sewer works. I've used FLiNT to make the rain effect, but I haven't had any luck with what to do for a fluid flowing through pipes.

Basically, what I need to do is show a stream of sewage flowing through a pipe system, then have rain water enter and join the flow (hopefully I'd be able to show the two streams mixing), then the whole thing increasing volume the longer it rains. I've seen that a few people here have experimented using blur filters and bitmap renderers for the fluid, but I don't know if that's the most effective way.

I guess my main question is how can I make the flow follow the pipe system?]]>
Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=756#Comment_756 2009-04-10T05:25:07+01:00 2010-11-24T23:06:06+00:00 kirbysayshi http://flintparticles.org/forum/account.php?u=130 It looks like you want the same thing I do: http://flintparticles.org/forum/comments.php?DiscussionID=194 Not sure it's possible at this stage in Flint.
Not sure it's possible at this stage in Flint.]]>
Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=758#Comment_758 2009-04-10T12:56:27+01:00 2010-11-24T23:06:06+00:00 Richard http://flintparticles.org/forum/account.php?u=1 This may be of interest to you both - http://flintparticles.org/forum/comments.php?DiscussionID=167 http://flintparticles.org/forum/comments.php?DiscussionID=167]]> Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=760#Comment_760 2009-04-13T21:35:51+01:00 2010-11-24T23:06:06+00:00 TripleH http://flintparticles.org/forum/account.php?u=183 I've managed to get to a decent place with this. I used TurnTowardPoint and MatchVelocity to turn the particles and keep them in a stream. Combined with a lower Steady rate, larger particles, and a ...
So the first part is checked off. Now I need to make the some of the flows increase in volume over time, as well as getting the rain to collect on a roadway/rooftop. Suggestions?]]>
Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=761#Comment_761 2009-04-14T17:57:57+01:00 2010-11-24T23:06:06+00:00 TripleH http://flintparticles.org/forum/account.php?u=183 I hate to keep commenting on my own thread, but I thought I'd share that I found a way to simulate accumulation. I used LinearDrag in a ZonedAction to slow down and stop the particles, then an ...
I'm still stuck on how to make the streams increase in volume over time. I've been looking at it, and I think using an addActivity to the emitters can do it, but I'm not sure how to change the desired properties ( emitter size, Steady count, etc. ) with it.]]>
Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=764#Comment_764 2009-04-16T08:33:28+01:00 2010-11-24T23:06:06+00:00 Richard http://flintparticles.org/forum/account.php?u=1 You can directly adjust the rate property of the Steady counter, either from an activity or some other code, or alternatively make a custom counter that adjusts its own rate over time. Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=775#Comment_775 2009-04-20T20:59:49+01:00 2010-11-24T23:06:06+00:00 TripleH http://flintparticles.org/forum/account.php?u=183 Ok, so now I have pretty much gotten the entire thing to work. The only problem is it slows down after about 10 seconds. I have made sure that all particles hit their respective death zones, as well ... Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=810#Comment_810 2009-06-08T19:33:24+01:00 2010-11-24T23:06:06+00:00 TripleH http://flintparticles.org/forum/account.php?u=183 An update: I switched it to a BitmapRenderer. All the emitters are down to 2-4 particles per second, and the BlurFilter on the renderer produces a much nicer fluid flow look than the ...
I switched it to a BitmapRenderer. All the emitters are down to 2-4 particles per second, and the BlurFilter on the renderer produces a much nicer fluid flow look than the DisplayObjectRenderer. I'll post the finished product in the Show and Tell forum when it goes live ( hopefully soon ).]]>
Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=812#Comment_812 2009-06-09T16:18:45+01:00 2010-11-24T23:06:06+00:00 TackleMcClean http://flintparticles.org/forum/account.php?u=162 Can't wait to see it! Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=957#Comment_957 2009-11-05T00:28:06+00:00 2010-11-24T23:06:06+00:00 spganne http://flintparticles.org/forum/account.php?u=261 TripleH....did you ever get your project to work? I have a project where I'm trying to create a stream of fluid going through a pipe which has twists and turns in it. I will want to be able to ... Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=958#Comment_958 2009-11-05T16:12:03+00:00 2010-11-24T23:06:06+00:00 spganne http://flintparticles.org/forum/account.php?u=261 In case others are interested, I learned the way to adjust the velocity of things already in the stream is to iterate through the array of particles stored in the Emitter's .particles property and ... Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=960#Comment_960 2009-11-05T20:46:15+00:00 2010-11-24T23:06:06+00:00 TripleH http://flintparticles.org/forum/account.php?u=183 Hi there, My project does work. I haven't posted it yet because the website still isn't live (isn't government efficient?). There's an accelerate action that can accelerate particles within the ...
My project does work. I haven't posted it yet because the website still isn't live (isn't government efficient?). There's an accelerate action that can accelerate particles within the zone you define, uses the standard zones (rectangle, disc). You can't really use values that are too high, the calculations start getting very large.

As for going around bends realistically: there's a branch in the SVN called Lines and Collisions that has code for creating BoundingZones out of shapes other than RectangleZones. You can find the updated Flint library here: http://www.visualisations.co.nz/visualise/. Look at posts in May 2009. It really only works well with LineZones though. You pretty much set up the lines how you want the "fluid" to flow and set the bounce to 0 so it follows the line instead of bouncing off of it. Just be careful of intersecting lines, weird stuff happens if they intersect.]]>
Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=963#Comment_963 2009-11-08T02:09:37+00:00 2010-11-24T23:06:06+00:00 spganne http://flintparticles.org/forum/account.php?u=261 TripleH Thanks for your response. Sorry to hear your project hasn't been posted yet. Government....less is more IMHO. Hopefully it will be soon for all of us to admire. Thanks for the tips. ... Thanks for your response. Sorry to hear your project hasn't been posted yet. Government....less is more IMHO. Hopefully it will be soon for all of us to admire. Thanks for the tips. I've tried to get really methodical to understand all this stuff and built a little tester to play with all the properties of the emitter Position, intialiazer Velocity and then a ZonedAction TargetVelocity action. I'm finding zones very confusing. Perhaps you can clarify a few things for me.
1) I don't understand the coordinate system/reference points:
For example, if I have a stage area that is 400x400 and I want a rectangle zone that is positioned at 10,10 (relative to the top left corner of the stage) and is 50 pixels wide and 100 high, do I specify RectangleZone(left,top,right,bottom) as RectangleZone(10,10,50,100) OR RectangleZone(10,10,60,110). i.e. is the 'right' property the width or the x position relative to the stage origin point?
2) When you specify an initializer Velocity is that relative to the stage origin point or relative to the Position origin point for the emitter?
3) When I want to do a ZonedAction using the TargetVelocity(targetVelocityX,targetVelocityY,rate), is the targetVelocityX relative to the stage origin point or relative to the ZonedAction's zone origin point or relative to the emitters initialized position?

Any/all help you can provide would be greatly appreciated.]]>
Water Flowing Through a Pipe http://flintparticles.org/forum/comments.php?DiscussionID=197&Focus=968#Comment_968 2009-11-12T07:53:22+00:00 2009-11-12T07:53:41+00:00 Richard http://flintparticles.org/forum/account.php?u=1 Hi 1. RectangleZone(10,10,60,110) - right is the coordinate for the right edge, and bottom is the coordinate for the bottom edge. 2. It's relative to the particle's initial position. (Really ...
1. RectangleZone(10,10,60,110) - right is the coordinate for the right edge, and bottom is the coordinate for the bottom edge.

2. It's relative to the particle's initial position. (Really it's not relative to any position because it's a velocity, but when visualizing the zone, picture it relative to the particle's initial position.)

3. It's a velocity. Velocity is speed and direction, which is not dependent or related to any location. It is how fast the particle is moving and what direction it is moving.]]>