Hi guys!
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 😉 !
Cheers,
Farsthary
Beatiful!
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Phenomenal stuff Farsthary. I sure hope we don’t need a degree in particle physics to use it 🙂
Also very glad to see you are still happily contributing to Blender, because we are all sure in awe of your work!
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Something tells me we’re going to be seeing more magic / energy effects, although really this would be awesome for anywhere you need complex particle movements without being locked into a domain / box like with the current (still excellent) fluid / smoke sims. For some things that go over a large area (like a fast moving jet leaving a trail), this can be a real constraint. I can see this working really well for things like a truck driving through a snowstorm with the snowflakes swirling behind it, or a plane / blimp flying through clouds and having them swirl around the vehicle / propellers.
Great to see the flexibility of the new particles changes letting you create such nice motion effects as these. Happy to have you on Team Blender™, Farsthary!
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Farsthary, that is excellent! It’s very ironic that an other Blender Champion did some work on this turbulence issue too. Check out Nils Thury site:
http://graphics.ethz.ch/~thuereyn/ntoken3/pubs.html
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omg you are so amazing!!! 😀 This looks like some incredible stuff full of potential for beautiful 3D shots ^^
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Wow wow wow!
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Outstanding!
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Oh God, it’s terrificly! Amazing work… I’m crazy to put my hands on it! And I love the last phrase, because is great tautology: “Farsthary, coding your dreams”! Please, never stop to code our dreams! 😀
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Never doubted for an instant. Very, Very Nice. Nobody would even flinch if a rumor started I was leaving blender. I envy the way people care so much about you in the community. A real legacy leaves quite a wake and yours is huge(I mean boundless, well you get the joke). Thanks for all you do.
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mathematics is Nature’s way of artistically expressing itself—and apparently yours as well!!!
this is beautiful, Farsthary!
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Wispy-esque!!!
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Cool I can simulate my own wind tunnel heh ^.^
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That’s incredible! what a fine spree you’re on… talk about momentum 🙂
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WoW! I’m curious about the first effect; is it a realtime simulation? Are these particles converted to a mesh? Looks really good!
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[…] artistic freedom/control … I will explain the full technique in future posts.Continue reading: Spin my particles! Share this article GA_googleFillSlot("BN_Content_468x60_below_post"); Related NewsParticle Fluid […]
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you crazy!
thankyou! 😀 we wait for the possibility to manage billion particles like krakatoa ! 😀
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you are totally not from this world. You rock, man!
Un gran gran abrazo desde Argentina! y cuenta conmigo para lo que necesites!
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This is really great.. look’s a bit unnatural at some moments, but it’s good progress. Keep it up! 🙂
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Dude, you could do so many cool things with this effect! Very unique! I am very impressed!
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Tested.
Little change but big impact.
I miss reactor.
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This is another VERY COOL feature! 🙂 Now we’re on one step closer to serious VFX implementations!
BTW – I remembered immediately i.e. “Karman’s path” http://www.imec.msu.ru/content/nio/VanDaik/picture/vd219.jpg
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Once again, pretty impressive stuff from you!
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Just one Question: will there be a “to mesh” converting thing or not?
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Well, video is awesome!
Just downloaded this http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1536 build (said with this patch) but cannot get same result. See nothing! Please, help!
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Farsthary, some of us don’t know how to patch to blender.Can you or some else you know build a testing build?
Dark Blender user.
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[…] reading: Spin my particles! Posted in Blender « Blender wins PortalProgramas Open Source award Nerd Alert! A peek at […]
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Farsthary, your code rocks.
Please, never not stop contributing to Blender!
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Hello,
I’m the author of the Intel articles you cite. I noticed that you stated “Sadly the algorithm is not open source and I wanted something similar in Blender”.
To be clear, I’d be happy for you to use the algorithms in Blender. The copyright statements I included in the code state “All rights reserved” meaning that I control the rights to where the code goes. But I’d be happy to work with you to arrange for something to become GPL.
I’m mainly happy to see people putting it to use.
Also, be aware that Intel plans to release another article soon — probably in February — with more to follow.
Also, check out this thread in reddit: http://www.reddit.com/r/gamedev/comments/f9g8r/cool_article_on_fluid_simulation_for_games_a_bit/
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Hello Michael!
Oh thanks a lot! definately I would like to work with you in integrating a similar technology in Blender!
Cheers
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Intel posted part 9 in the series: Body buoyancy.
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/
As always, this includes source code and demos.
Hope that helps.
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BTW, my algorithms are also boundless. The vortons live independently of the grid and the grid is created each frame to include all particles — so it is also boundless.
Could chat more about that if the mood strikes you. Feel free to contact me through email.
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WTG Michael,
man thats all we need, Farstary on speed 🙂
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Would something like this be possible eventually in Blender ?
http://features.cgsociety.org/story_custom.php?story_id=5866&page=2
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I have tried to get the particles to work like in the video and I cant seem to get the effect. Would you post and example blender file? Thank you for all that you have done.
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Its not implemented yet.
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I have the build from graphical that supposedly has the patch included.
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http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1536
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Beautiful old Fliciss builds are amazing! ^.^
Too bad no plan for linux build.
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Oops I mean filiciss
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hah Gotta love the corporative style of the video 😛 Impressive stuff
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Any Blender build for Linux 64-bit with this interesting tool sometime soon?
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It’s about physics, so many concepts
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