This is a new particle development I have being doing under the radar, one of the new year surprises, the good news is that the needed changes in Blender to allow this are minimal …. just a few lines patch and voila!
Though this time, is not a full simulation that will do the magic for you, this is a mixture of simulation plus artistic freedom/control … I will explain the full technique in future posts.
Recently an Intel developer has written a series of articles about realtime vortex simulation for games. The demo is spectacular and best of all runs in realtime. Sadly the algorithm is not open source and I wanted something similar in Blender… so you know the end, don’t you ?
I end up taking a different approach with similar results and I’m very pleased! my approach require more complex set up but more advanced user control and best of all is completely Lagrangian, I mean completely boundless , whether the Intel approach is a hybrid algorithm lagrangian/eulerian (lattice-particle method).
I took advantage of the fact that the current Blender particle system is a second order simulation system , where particles act as source of force field, and the current vortex particle field has the rotational vector very limited and locked to the particle velocity direction …. well, I have made a simple patch to allow more user control and watch yourself!
Take this as a proof that I’m still active !
Get the patch here!
As my new year surprise for the community I will show you my recent advances in the subdivision algorithm for Unlimited Clay: now those ugly long and thin stretched triangles belong to the past! hope you like it
PS: before you ask, no, this is still not committed to my branch: there´s a bunch of issues not shown in this video that will prevent this for public usage yet but don´t worry, I´m working very hard to get as soon as possible a public build!
Best wishes for this new year!
note from the blog’s maintainer (Lapinou) :
Farsthary has been working on the unlimited clay algorithms during many monthes (so he doesn’t just tinker code, he also polishes it!): as often in the computer science world, developing a new feature follows the Pareto law : it takes 80% of the time to develop the 20% remaining stuffs (bug fixing, optimizations…), which explains why Farsthary is “only” posting “unlimited clay” stuffs in the mean time..moreover, he keeps learning new area of the blender code with limited help..
Thanks to the new skills in the mesh editing field he is learning, he will than be able to tackle the surface generation tool for fluid particles with more maturity (better designed code, etc)
As a gift for the new year, I suggest for those of us who are able and willing to, to save a extra few dollars (more is difficult because of the crisis, I know what I am speaking about (issues to find a job)) for him and offering a little donation:as an example, it can be translated in simply smoking or drinking less during a week for his sake.
If many of us do even a tiny donation (not optimal relative to paypal, but better than nothing), this will keep his living condition at the same level than the previous years. Thanks!!