Might be dreaming

jerseyborn1971

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Right now it’s not a game-engine vector asset workflow. The physics side is using numerical mesh vectors/arrays for a 1D/2D axisymmetric thermal model.

The main “vector” flavor is cylindrical/axisymmetric r–z coordinates: radial and depth/axial directions. Temperature is mostly a scalar field T(r,z,t), while the true vector field is the heat flux, q = -k∇T, with radial and axial components.

The laser input is better described as a Gaussian/Beer–Lambert scalar heat-source field Q(r,z,t), not a vector by itself. If I move it toward OpenUSD/Omniverse later, I’d likely represent geometry in 3D scene coordinates and attach scalar/vector field data as visualization attributes.
Brick, I already explained all this to them, but they didn't get it.
 

GoldenAura

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Right now it’s not a game-engine vector asset workflow. The physics side is using numerical mesh vectors/arrays for a 1D/2D axisymmetric thermal model.

The main “vector” flavor is cylindrical/axisymmetric r–z coordinates: radial and depth/axial directions. Temperature is mostly a scalar field T(r,z,t), while the true vector field is the heat flux, q = -k∇T, with radial and axial components.

The laser input is better described as a Gaussian/Beer–Lambert scalar heat-source field Q(r,z,t), not a vector by itself. If I move it toward OpenUSD/Omniverse later, I’d likely represent geometry in 3D scene coordinates and attach scalar/vector field data as visualization attributes.

Yeah.......yeah......I know some of these words

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