A long awaited blender dream: Mix fluids or smokes!
Im still researching and improving sims, recently I have fixed a bug that allows me to render with more cuality
hope you like it!
And here´s tha video:
I just finished another feature: Mixing smoke simulations with procedurals functions,that way it will allow more detailed sims as showed in the example
PD: the final smoke animation is just a simple procedural animation is NOT yet the fire solver
And here’s the video:
As I plan to allow more control than those physically available for
standards simulators here I show a small video with two near real smokes
The first candle like, use an interpolated velocity field of only 32x32x32
to calculate the density in a 64x64x64 field (faster to calculate than
full simulation) and the second more turbulent smoke use an iterated
vorticity confinement similar therm to boost turbulence.
edit from the blog feeder: the pseudo-Navier-Stokes solver is built inside blender
Finally I could implement a way to accurately calculate ray travel
distance inside objects so a lot of new Fxs will be now easy to achieve
the most simple of them is shell volumetrics and will end up in particle
Finalmente pude implementar una forma de calcular con precision la
distancia que un rayo de luz viaja dentro de cualquier cuerpo, de esta
forma muchos nuevos efectos seran relativamente faciles de obtener, el mas
simple de ellos es el volumetric shell y terminara finalmente en los
volumetricos de sistemas de particulas.
I know the current implementation of volumetrics are a bit odd, but I preciate if the artist and adventurers of volumetrics send me some works that you have done with it.
the new Navier-Stokes fluid solvers will allow incredible FXs and with the blender comunity help I think the sky is the limit
Now that the volumetric rendering engine is basically done, all sort of things are possible with it, like Smoke, Fire,Clouds and Fluids (I mean mixing fluids). This stuff still need a LOT of work and rigth now is not releasable for users but Im working on it. I plan to make Smoke,Fire and if I have time Clouds simulations.
And the small video:
Now I implemented in the volumetric engine a usefull feature for improve render quality: adaptative sampling
that increase the sampling rate in high detailed zones and decrease it in low detailed zones. In this picture I show intentionally the banding effect for no adaptative and adaptative sampling with a relative big sampling step
As the volumetric branch is still not set up, you can nonetheless send coding suggestions to Farsthary by writing to this address (letters only, other items are frequently “lost” in the process…):
Raúl Fernández Hernández, Km 91 Cra Central No 43, Reparto La Conchita, Pinar del Río, Cuba