![]() ![]() ![]() 5.1 5.2 5.3 5.4 5.5 Welcome! About FluidSIM Layout of the Handbook Conventions Getting Started Technical Requirements Installation Installation with Program Activation Installation with license connector Supplied Files De-installation of a Single-Position License Introduction to Simulating and Creating Circuits Simulating Existing Circuit Diagrams The Different Simulation Modes Creating new Circuit Diagrams Advanced Concepts in Simulating and Creating Circuits Additional Editing Functions Additional Simulation Functions Linking Components Automatically Current Path Numbering and Switching Elements Table Displaying Quantity Values Displaying State Diagrams Superficial Circuit Checking Coupling Pneumatics, Electrics and Mechanics Operating Switches Adjustable Components Settings for Simulation OPC and DDE communication with Other Applications Settings for the OPC/DDE communication Learning, Teaching, and Visualizing Pneumatics Information about Single Components Selecting Didactics Material from a List Presentations: Combining Instructional Material Playback of Educational Films Settings for Didactics © Festo Didactic GmbH & Co. All rights reserved, in particular the right to carry out patent, utility model or ornamental design registration. Offenders will be held liable for the payment of damages. KG, D-73770 Denkendorf, 1996-2004 Internet: e-mail: © Art Systems Software GmbH, D-33102 Paderborn, 1995-2004 Internet: e-mail: The copying, distribution and utilization of this document as well as the communication of its contents to others without expressed authorization is prohibited. Order No.: 398029 Description: HANDBUCH Designation: D:HB-FSP3-GB Edition: 4/2004 Author: Art Systems Layout: Art Systems © Festo Didactic GmbH & Co. Concept and development of FluidSIM® 3 Pneumatics is based on research work carried out by Dr. Later in the GIF you’ll see the curls and warping “relax” a bit - this is the effect of viscosity.FluidSIM® 3.6 Pneumatics User’s Guide 398029 GB 04/04 FluidSIM was launched at the Knowledge-based Systems Department of the University of Paderborn. In the GIF below, you can see how the portions of the texture that are being warped gets blurred out a bit - this is the Diffusion in practice. Diffusion is the strength of the blur that is applied to the image we’re warping, which is also applied every step. The strength of the blur that is applied to the vector field is the Viscosity value, and it is multiplied by the “Warp” strength. ![]() ![]() To achieve a good result, we run about 6 iterations, blurring the textures every step. Diffusion is also a blur, but it’s applied to the areas of the warped texture based on the intensity of the vector field we’re using to warp the image. In our case, it’s the curl field that we learned how to generate in the Curl Fields post. You just have to blur the vector field that you’re warping your image by. In order to create something a bit more realistic, we have to take two important properties of a fluid sim into account: Viscosity and Diffusion. The effect works good enough if you’re only looking to sim around a second or so into the future, but it quickly breaks down after that. In my previous post I spoke about how to make curl fields to quickly approximate the effects one would see during a fluid sim. ![]()
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