Ripple/Raindrop Pattern

Nice elegant definition @maje90

I was inspired to have a play with an iterative version using Kangaroo-


Using springs instead of Laplacian smoothing gives a slightly different effect, with more isolated waves-

surface_ripples_kangaroo.gh (12.0 KB)

Doing it with only existing goals this simulation ends up doing a lot of unnecessary work - since it is calculating all the 3d forces and then restraining them to be only vertical, when all that really needs to be updated is a single scalar per vertex. It could be interesting to make a custom goal for this, since it should be much more efficient.
I imagine it would even be possible to put all this in a GhGl shader.

Also - have a look at this:

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