Sim_physics VoxelData texture

Hi all!

Thanks to the help from Matt Ebb I have implemented a new texture type
for Sim_physics volumetric branch: VoxelData, it do what its name says 🙂
handle voxel datasets, as my previous build do but easier ,so now is
possible to mix volumetrics from several sources: textures,pointdensity
and so as Matt suggest.

I also have adjusted the simulator source to ask user inputs and reduce
the necessity to recompile the code for minor simulation changes.

Here is a tutorial

So, grab the simulator (source) and (windows executable) and hope you
will like this:

22 responses to “Sim_physics VoxelData texture”

  1. Woooooww! (as usual 😉 )
    Farsthary and Matt, thank a lot for your amazing work!

    Like

  2. Wow, these posts never fail to amaze and excite. Thanks to all the devs!

    Like

  3. Looks a little bit more static than your other ones, but really really nice! Do I understand it right, that the voxel have to be generated in an external programm? Will there be an internal generator?

    Like

  4. Georg,

    If you read the previous blog entry you would see that Farsthary didnt have time to integrate the simulator, this is future goal though.
    the reason it looks more static is because of the simulation it doenst have anything to do with the fact the rendering is done with matt’s code (in case you were thinking that)

    Farsthary, great work!
    did you commit the code already, or will you let Matt go over things first?
    Hope you’ll work on integrating the simulator soon, and ofcourse also implement obstacles for the simulator 😉
    keep up the amazing work 😀

    Like

  5. Really nice.

    Like

  6. Georg, as far as I understand, this post is all about using the new smoke simulator as the generator! 🙂

    Like

  7. Farsthary coding in the sim_physics branch is quite exciting! looking good on the voxel side of things!

    Like

  8. I did it! I figured out how to build blender! I will post a windows build on graphicall.org by Tuesday maybe sooner. My internet is to slow so I can’t post it from home I will have to wait till I go to my collage. The build is about 25MB but I will see if I can remove the extras by then. Thank you for all your hard work Farsthary! After this is implemented into blender Maya will be a thing of the past. 😉

    Like

  9. I am having trouble building the blender2.48a tar ball. It is missing a few .lib files and I can’t seem to get them. I tried patching the SNV but their was no volume option in that build. Will keep trying. If anyone has any tips please let me know.

    Like

  10. WINDOWS build anyone?
    please

    Like

  11. I still can’t build the blender2.48a tar ball. It seem that some lib files in MSVC have been changed in the 2008 version so linking is not working properly. Farsthary is there any chance that you could update the patch files for blender SVN or for the sim_physics branch? If not that’s ok I will just keep trying. But it looks like I won’t have a windows build ready by Tuesday like I said I would. 😦 Sorry!
    But the good news is I do have the latest sim_physics (17720) build ready! I will upload it on Tuseday! 🙂

    Like

  12. I figured out how build the blender2.48a tar ball on windows, but now I am having trobble with the volumetric files. When I try to build I get an error saying that “smoke.h” is missing. I found a smoke.h file in a another directery but when I try to use that one I get errors about the smoke.h file. Also there is no smoke.c in the render source files. Any sugestion? Windows can be a pain sometimes. 😐

    Like

  13. Sorry I did not up load a sim_physics build today. I didn’t know that I had to wait for someone to review my application to upload builds to graphicall.org. I submitted my application about 24 hours ago. I guess those people have lives too. 😉 I will try for Thursday which will be the last chance I have to use the high speed internet at my school. If not I will have to find a few hours when I can tie up the phone line here at home. Good luck Farsthary. These volumetric builds are looking cooler all the time. I can’t wait to try it out. 🙂

    Like

  14. Awesome, indeed! 🙂

    Like

  15. The rotation video was awesome! 🙂

    Like

  16. Do you have already a specification how you write the voxeldata. I would like to write a DICOM or Nifti-Importer for the voxeldata-format but I am not very familiar with c-code.

    Like

  17. ok, i guess i got everything what i need. it is really just a binary.

    Like

  18. WOW!! Awesome Work. Two questions, what resolution are the simulations in the video? And, how did you light them. I cant get mine to look that good. Could someone who knows write a toutorial?

    Thanks.

    Like

  19. Hi,

    I have a question:
    Do your simulations use the Wavelet Tutrbulunce technique to render in details

    see:
    http://www.blendernation.com/2008/08/22/realistic-smoke-coming-to-blender/

    or is this a completely other thing that will not be integrated?

    Like

  20. End of threading. No more comments.

    Like

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Hey!

I’m Bedrock. Discover the ultimate Minetest resource – your go-to guide for expert tutorials, stunning mods, and exclusive stories. Elevate your game with insider knowledge and tips from seasoned Minetest enthusiasts.

Join the club

Stay updated with our latest tips and other news by joining our newsletter.