
Mixing fluids with instanced metaballs
Hi all
The possibilities that fluid particles bring to the artist are truly endless, if you think outside the box not just realistic fluids
simulations are possible, including now multifluids interactions
but crazy FX’s if you are willing to experiment and go beyond physics range
parameters.
One nice side effect of being tightly integrated in the already powerful Blender particle system is that it could make use of every feature of it,
so many powerful features of advanced fluid simulation tools like Realflow are already available!!!!! Like for example sculpting/painting
fluids, with the comb/brush tools of baked particle sims you could actually shape your fluid simulations!!!! and that is just the top of the
iceberg
Daniel Genrich has suggested me a feature that I have actually never think about it:
One thing I still miss is the ability to mix mixable fluid (e.g. 2 water based ones) with different colors and different densities and their properties get diffused/merged/mixed during time. So 2 water based fluids (which are mixable) where one is yellow and the other is red would result in a orange mixture.
Coding that should be a piece of cake for you
(Simply use the nearest neighbor function to get the color/property of the surrounding particles andd mix them according to the physics or some nice artist approximation)
And yes, this is very easy/straightfoward to add to the current system, ANY particule property could be mixed/simulated/diffused because that is the heart of the SPH methods but I would like to research it a little more to extend it to fully mix complete materials/textures (shading); not just colors and simulation parameters. Of course, that’s something that should be reflected in the surface generation algorithm that will need to be developed for it, because the current metaball system surface generation don’t support mixing materials and also that part of the render pipeline will be subject to changes for good soon
I have recently increased the accuracy of the fluid particles taking into account now the particles masses in the whole simulation process allowing nice effects that
I show in some videos here like very dense fluids with ligthly fluids sims, etc. For post integration many improvements could be done and one of the Jahka targets is to increase the speed of the particles systems and lowering their memory consumption so more particles could be used in simulations because the current limit 100k particles for one particle system with fluid particles will be very low
Here I show you more videos with crazy set up ones (asymetric fluids sims, microorganisms like, chemical reactions), and more practical others…. hope you enjoy them
A rough ligthouse sim, I love the waves
half dense fluid on top of other
double dense fluid on top of other
A fan mixing fluids
Crossing emitters
Asymetric sim
Microorganism like
A chemical like explosive reaction like sodium with water?
Hope you like them 
Cheers Farsthary
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