Development surprise ;)

TADAAAAN! Smoothed Particle Hydrodynamics (SPH) for Blender particle system
(True Fluid Particles) 🙂 !

Hi everyone 🙂

Long time without posting huh? 😉 well , I have prepared a surprise , I have been making recently some research in the area of SPH simulators (don´t blame me, I found this while I was gathering resources for Bloxel and since its development is shorter than Bloxel I decided not keep the community waiting 😉 ) and came up with the first draft of SPH physiscs for the powerful Blender Particle System from Janne Karhu (aka Jahka).

For the ones who think that SPH means something related to the stars I have to tell that in some way you are right: SPH was firstly developed in 1977 for simulating astrophysical processes . The fundamentals of the SPH theory are the interpolation theory, the units in the SPH method represent a region in space and not a real particle, thus field variables (pressure,viscosity,velocity,color, etc) are found by averaging, or smoothing the field variables over a region of interest. SPH is often described as a rugged, robust technique that could easily be extended to N dimensions while Eulerian approaches (Grid based methods) suffer from the curse of dimensionality (computation grows exponentially with dimensions).

Pros:

• Arbitrary scene set ups , no need to define a domain.
• Intuitive and artist friendly.
• Possibility to handle arbitrary complex interactions like hetero-fluids simulations, and unexpected deformations.
• Robust, adaptable and extensible.
• Good results even with a low number of particles.
• Represents a natural extension to the current Blender particle system.
• Excellent for some crazy fluid like particle FX´s .
• Represents one of the most versatile and flexible fluid simulator type.
• Does not depend on boundary conditions.

Cons:

Achieving the same level of accuracy as a grid based simulator like El’beem requires a high number of particles.

Todo

• Improving its speed and stability (particle KD-tree?)
Jahka’s review and possible integration in his system?

(reviewing requires time, so don’t forget to support him and to mention this patch if you want to motivate him 😉 )

This new method is not a replacement for the Blender El´beem fluid simulator, it’s just a complement and a natural extention to the current particle system, like many other packages have implemented (Softimage, Houdini, Realflow, etc.)

I plan to release the patch for next week for further development and review, also the GUI is not finished and some design considerations should be made, this patch is nearly ready to go and it will not require any traumatic change in Blender so will be safe to commit.

Hope you like it

Farsthary

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Development surprise ;)

18 thoughts on “Development surprise ;)

  1. ibkanat says:

    Very cool but scary to me… I hope this isnt discouraging Farsthay Please look at bullet 2.75 it has sph in it. I am hoping that blender can be more unified with pyhsics(right now we have two different soft bodies). I talked with Erwin and he is planning on putting 2.75 in blender soon(not sure if that meant sph though). Bullet is being made to run on gpu(opencl)(ATI). This should solve any slowness issues for bullet. It would be great to have your implementation gpu accelerated. here is a link to get bullet 2.75 http://code.google.com/p/bullet/source/checkout looks to be about 10mb compressed.

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  2. ibkanat says:

    Just want to say that I am really looking forward to using this in Blender and think that we really need it. Thanks for all your hard work

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  3. Cool! We’ve seena lot of nice demo’s with the current fluid simulator, but it seems to me that to really get people creating beautiful artwork (not just tech demo’s) really needs something that can show results *fast*. SPH will be a huge improvement here.

    Between volumetrics, smoke and now fast fluids with SPH, I bet Durian is going to look amazing!

    Thanks for all your hard work on this Farsthary. ometimes its easy to forget that you’re not hired by the Blender Foundation, and that you do all of this in your spare time… I wish my spare time was that productive, and helped as many people!

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  4. grafixsuz says:

    You’ve done it again. SPH particle solver in Blender makes things complete from where I stand. (aside from the render API, and rigid body integration all of which is coming).

    Is the new ui changes & RNA, making it easier to get things working?

    Thank you from the bottom of my heart, friend.

    Like

  5. I agree with blendiac (“I wish my spare time was that productive, and helfpul as many people”).
    I think this is a great addition to the already existing fluid solver integrated in blender. It’s sort of reminding me of nparticles in maya. I think it gives great flexibilty and a more advanced feedback on settings one takes. It would also allow interaction of various simulations (if necessary) like the icecubes in a glass and liquid on it (seen them a lot recently ;), wouldn’t it?
    Really cool and thanks for all your work (of course thanks to the other devs too). Your way of communicating with the community is special…thanks

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  6. Sorry to sound like this but wheren’t you doing voxel objects/sculpting? Its not that I don’t appreciate your experiments but IMO it would be best if you concentrated on one thing. You can do what ever you want with your time of course.

    cheers

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  7. Farsthary says:

    Thanks to everyone 🙂

    @ZanQdo: don’t worry, Voxel sculpting is on the way, I just make a pause to deliver this feature since it is much easier/faster to implement for Blender and give the community something to play with while Bloxel arrives 🙂

    Cheers to all

    Like

  8. Doi says:

    The new (black) template for the site doesn’t work well with Firefox at least. I wanted to see the comments on the last post, but for some reason the link is blocked by some HTML stuff that’s erroneously landing on top of the title.

    Like

  9. I have watched many videos, papers and pictures on Smoothed Particle Hydrodynamics after you’ve posted this here and I find them to be very interesting, flexible and the artistic usability appealing. I have no coding skills so I propably understand only a small part of it.
    I saw quite a few demos where those Particles where used to directly simulate a smooth surface. Is this planned too? I mean, it propably is a dumb question since you have to have some kind of surface to render it other then the volumetric material right?
    Very interesting. I’d love to see some kind of ideas of implementation roadmap kind of thingy just to understand it better or what it might do for blender – if it’s not a lot of work and you’re happy to do it 😉 You’re doing so much already, so i definately don’t demand something…
    thanks for this development already of course.

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  10. Great work on the smoothed particle hydrodynamics! This will be a great addition to Blender for 3D animation and visual effects. I hope it becomes something of an alternate solver or effect which can be added to particle systems. Thanks! Nice quick turn around. Blender needs an ideas guy too.

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