Some words about the integration of the smoke/fire simulator

Hi, this is a friend of Farsthary.

As you may know, integrating the simulator inside Blender is a tiedious task which requires deep understanding of many concepts. Just as an example, it has taken a whole summer to Nils  Thuerey to integrate his fluid simulator inside Blender (thank Google!). Daniel Genrich, father of the cloth modifier, has been improving the integration of this simulator and also its speed (OpenMP). He has also been working in unifying/improving all the physics tools,  becoming thus the responsible of the new sim_physics branch heavily updated by Matt Ebb and Farsthary.

Matt and Farsthary are currently pretty busy with work/2.5 developpement and study/researches on volumetrics respectively.  Daniel Genrich is also making a “coding pause” for researches, but he has previously stated that he is very interested in integrating the smoke simulator inside blender, and this would be really appreciated by Ton for realistic VFX in the next open movie project (Durian).

Remember that adding a whole new feature might exceed the time span allowed by an open movie project (the micropolygons integration project wished for Peach (QDune) was dropped because its integration was too time-consuming, and would have threaten the creation of vital features). Moreover, the addition of new features was often possible because they were under heavy developpement before the start of the project  (eg: the new particles system from Janne Karhu). Finally, a experienced blender developer is required to precisely follow blender coding conventions, and to think about the integration with the other physics tools (wind, obstacles…)

For all these reasons, one should support the integration of the simulator right now and Daniel Genrich is the guy for that, so if you are eagerly waiting for smoke/fire simulation in a near future blender version and want it heavily tested/optimized  in the production environment of the next open movie project (in less than 6 months?),  just tell Daniel how happy you will be if he implements this and if possible give him a donation (paypal) as a sign of consideration (remember how dedicated he is to the blender community, he has worked relentlessly for the cloth project )


Some words about the integration of the smoke/fire simulator

8 thoughts on “Some words about the integration of the smoke/fire simulator

  1. ibkanat says:

    I just want to state my thanks for what has been contributed so far, and hope that the work that has been done will find its way into blender.


  2. toontje says:

    The moment I hear Daniel will work on the smoke simulator (by the way, Niels said that the Fluid simulator could also be adapted for simulating smoke), I will support him with a donation.

    From time to time I will donate a couple of $$ to Raul too. He’s really putting Blender on the map big time!


  3. David says:

    Yes! Please implement the smoke/fire simulator directly into blender!
    BTW which paypal would I use the one on this sight or the one on ?
    Or both? 😉
    good luck, and keep up the good work! I am looking forward to more updates. 🙂


  4. Ruddy says:

    Hi David,

    For the simulator, use the one on wxtools (Daniel Genrich)

    The one on this website is only for Farsthary.

    thank you for your involvement! 🙂



  5. Josh says:

    Well, Daniel, if you are reading this, I wholeheartedly support you in your efforts to integrate the simulator into Blender. As I don’t play with Blender as much as I’d like to, I’ve fallen behind in my knowledge of some of the new and awesome tools added to Blender in the past two or three years, but if my support will help other artists create with Blender, I’m all for it! Let me know if there’s anything I can do!


  6. Marcus says:

    Hi daniel,

    I hope you read this because I wanted to comment on your site and there is a field for security code and there is no code image or something displayed in firefox, and your PM doesn’t seem to work to.

    A question about the bunny topo:
    Would this mean that retopologizing hiRes models would become much faster and little optimization would be left to do by hand?
    This would revolutionize the use of Blender in the game industry!


  7. RaiulBaztepo says:

    Very Interesting post! Thank you for such interesting resource!
    PS: Sorry for my bad english, I’v just started to learn this language 😉
    See you!
    Your, Raiul Baztepo


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