You have a beautiful result now, i thinks before your perfeect the project you can directly works on blender implementation directly in the source code, and when tje implémentation is fully work you can perfect the generation engine, because if you PERFECT ONLY The generation engine and you can’t implement the project… is a big time lost
Take this like an ALPHA project before everything, find the right way and many mores.
Want to voice my support and admiration for Jflow and your work here, nothing short of amazing.
In terms of integration (when/if you get to it), it might be worth considering teaming up with whoever is looking into bringing the full OpenVDB toolset into Geometry nodes.
Having the solver and sourcing tools available inside Geometry nodes would align well with their other physics and “everything nodes” plan as a bunch of smaller tools/nodes for dealing with sourcing, microsolvers and post-solve workflows.
A lot of internal changes to make it look more Houdini-like in comparison to the last video.
Also around 20% speed improvement overall and 10x speed improvement in the source sampling function.
The main internal changes were:
Houdinis edge is rough and realistic while jflow has the smooth mushroom leading edge.
Its quite common to inject a bit of noise and breakup to the divergence fields based on both velocity and curvature of the density to roughen up these leading edges.
Mantaflow suffers badly from mushrooming and smoothed areas.
Thanks for the advice.
Actually that’s quite easy to fix even with current version of JFlow, as all the tools are there. I’ll tweak more the parameters.
Pardon, I’m sure this has been asked to death a million times, but do you have any idea when this will be available as an addon or part of the master branch?
This thing never be an addons, is included in blender software because is C++ → OPENGL Project…the full project need to be written in blender source code and not like an external engine standalone.
As I know it is possible to make a C++/CUDA extension with python interface to allow it to work with blender as an addon, and if not I’ll try to implement it directly.
No exact times for now, but it’s getting more ready each week. The only problem is that I don’t have funds to actually make it so no AMD and Mac versions will be available till I have money to buy such gear