"using a non-spinning 30mm by 5mm aluminum disk, thrown toward water at 5 m/s, but I might have gotten some of details wrong " What you got wrong is that it's not spinning, so it won't keep precession as easily as a spinning one. Try to make it spin and you will get 2nd skip.
2 ปีที่แล้ว +7
The experimental setup I was replicating used non-spinning disks. But, yes, spinning disks are much more stable.
Hello, That's a fascinating simulation. How did you manage to produce such a beautiful animation (for example, the opening two seconds of the movie and the stone and the gas-liquid interface and 3D channel all combined)? I'd be grateful for some pointers. Thanks
2 ปีที่แล้ว +1
Hi! Everything was rendered using Paraview. Some of the clips (like the first one you mentioned) were generated with the Raytracing option.
Great simulation! I'm learning overset mesh and I have a question about the case setup - since the cellSets c0 and c1 are defined using "topoSet" in background folder, is the "topoSet" in moving body still necessary? Thanks in advance :)
ปีที่แล้ว
Thank you! Now that you mention it, probably not. You may try removing it and see if the case is still set up properly. If you do, please report back.
@ Hi Nicolas, I've run the simulations both with and without the "topoSet" command in moving body, and the results are the same. However, I still have a few questions about the overset mesh setting, I've sent you a message about my questions on researchgate. Looking forward to your reply! :)
It is very cool. How did you manage to give the projectile trajectory to the object.. Can you recommed me some reference/source.
ปีที่แล้ว
Hi. The link to the source code of the case is available in the video description. The initial velocity of the object is specified in the dynamicMeshDict file.
Hello Nicolás, at first, thank you for sharing this fantastic simulation. I am using it as a template for my simualtion. I have two things regarding the dynamicMeshDict which i do not understand and i would be happy if you could look closer on that: I am not sure what the transform command in the dynamicMeshDict does, but I think it rotates the coordinate system of the moving object. With the values you have chose you are rotating it +10° around the z-axis, but it should be -10° around the y-axis (you also commented it with -10° around the y-axis). Second thing i would like to mention is that in the calculation of the moment of inertia is a mistake, i think. The diagTensor of the z-component should be "sqrR / 2.0" not "sqrR / 4.0" It would be really nice if you could tell me whether I am right in my assertions or whether there is another reason for your statements
Hello Niclolas I am going through the provided code. I have query can you explain what is the meaning of the following points under prepare file: transformPoints -rotate-angle '((0 1 0) -10)' transformPoints -translate '(0 0 0.04)'
he is moving the mesh of the movingObject. First he rotates the mesh around the y-axes with an angle of -10° and after that he is moving the mesh to the origin with the points (0 0 0.4). After these steps the stone is a little bit askew in the flow domain when the simulation starts.
I am myself quite talented and experienced on this... given the perfect sea condition and the stones, I could do up to 20-30 skipping... even I chip and reforming some of the stones.. best is ceramic glossy flat bottom with some mound like shape weights on it ... usually demolished household structures discarded bathroom or kitchen tiled tops
"using a non-spinning 30mm by 5mm aluminum disk, thrown toward water at 5 m/s, but I might have gotten some of details wrong "
What you got wrong is that it's not spinning, so it won't keep precession as easily as a spinning one. Try to make it spin and you will get 2nd skip.
The experimental setup I was replicating used non-spinning disks. But, yes, spinning disks are much more stable.
This man has a PhD in stone skipping xD
@@LongTran-em6hc its common sense if u skip stones
WOAH. That's not an easy sim to set up in open foam. Nicely done!
This is beautiful , i loved to play when i was a child (and still do)🙂
Fantastic! Can you do Barnes Wallis’s bouncing bomb …..Dambusters ?
If you're really bad at skipping stones!
Why does the stone not rotate around its axis? Then the gyroscope principle would stabilize the plane of the stone and it would not fall over
Hello, That's a fascinating simulation. How did you manage to produce such a beautiful animation (for example, the opening two seconds of the movie and the stone and the gas-liquid interface and 3D channel all combined)? I'd be grateful for some pointers. Thanks
Hi! Everything was rendered using Paraview. Some of the clips (like the first one you mentioned) were generated with the Raytracing option.
Hello Nicola, I want to calculate where the piece thrown at a certain angle will fall and view its movement in paraview, how can I do this?
Great simulation! I'm learning overset mesh and I have a question about the case setup - since the cellSets c0 and c1 are defined using "topoSet" in background folder, is the "topoSet" in moving body still necessary? Thanks in advance :)
Thank you! Now that you mention it, probably not. You may try removing it and see if the case is still set up properly. If you do, please report back.
@ Hi Nicolas, I've run the simulations both with and without the "topoSet" command in moving body, and the results are the same. However, I still have a few questions about the overset mesh setting, I've sent you a message about my questions on researchgate. Looking forward to your reply! :)
It is very cool.
How did you manage to give the projectile trajectory to the object.. Can you recommed me some reference/source.
Hi. The link to the source code of the case is available in the video description. The initial velocity of the object is specified in the dynamicMeshDict file.
Hello Nicolás, at first, thank you for sharing this fantastic simulation. I am using it as a template for my simualtion.
I have two things regarding the dynamicMeshDict which i do not understand and i would be happy if you could look closer on that:
I am not sure what the transform command in the dynamicMeshDict does, but I think it rotates the coordinate system of the moving object. With the values you have chose you are rotating it +10° around the z-axis, but it should be -10° around the y-axis (you also commented it with -10° around the y-axis).
Second thing i would like to mention is that in the calculation of the moment of inertia is a mistake, i think. The diagTensor of the z-component should be "sqrR / 2.0" not "sqrR / 4.0"
It would be really nice if you could tell me whether I am right in my assertions or whether there is another reason for your statements
We need some spin it like round
Wow! Was this complicated to do?
Hello Niclolas I am going through the provided code. I have query can you explain what is the meaning of the following points under prepare file:
transformPoints -rotate-angle '((0 1 0) -10)'
transformPoints -translate '(0 0 0.04)'
he is moving the mesh of the movingObject. First he rotates the mesh around the y-axes with an angle of -10° and after that he is moving the mesh to the origin with the points (0 0 0.4). After these steps the stone is a little bit askew in the flow domain when the simulation starts.
Interesting work. How do you handle object-free surface interaction? VOF or other technique?
Yes, the free surface is captured via the VOF method.
eventually, computers will be able to do this in real time, and proper fluid dynamics will end up in video games
yeah thats sick
I am myself quite talented and experienced on this... given the perfect sea condition and the stones, I could do up to 20-30 skipping... even I chip and reforming some of the stones.. best is ceramic glossy flat bottom with some mound like shape weights on it ... usually demolished household structures discarded bathroom or kitchen tiled tops
I can throw a cat at the water and get two skips.
make a spin, let see the gyro effecet
on all logic it should start spin, wtf
Yes, but this was trying to reproduce the results of an experiment which used non-spinning disks.
@ ah, makes sense :)