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My initial approach to assigning the various cylinder heights involved assigning a list of determined z values (after distances and wave factor sliders were determined) to the x and y coordinates derived earlier. However, I was unable to align the lists with this CylinderbyPointsRadius approach, and I instead resorted to creating Family Instances of the cylinders at each point. I accompanied this with a radius (constant) and a height parameter (used distance & sin wave results) to vary the sizes of each cylinder present.
When accounting for a second pebble, I kept a constant Base Offset (i.e. water level) which was adjusted to avoid negative height outcomes assuming amplitude limits of 0—>150. I assumed that the waves caused by the dropped pebbles were additive, so I combined them and submitted this new height outcome to the cylinder element’s height parameter. This—in addition to a customizable dampener—allows for greater modeling flexibility. (imagine for different viscosities, different pebbles masses, etc.)
My laptop was struggling with this 40x40 cylinder grid, but I managed to include a precast concrete texture to help with visibility and depth perception.