Thanks,
For now the upscaling is in a C++/CUDA code of JFlow to be faster during rendering,
But for the Cycles renders I have a separate python script that I launch after, but it could be turned into C++ easly as I have the codebase already done.
And I would love to be a blender dev but for now I don’t meet the requirenments so I’m trying to create a nice demo so maybe it could work somehow
Last few days I’ve worked on better export passes to allow better and more realistic shading in blender. Still not ideal, but I think it’s slowly getting better
Beautiful as always! I was curious how it fares with some more delicate use-cases. Something like smoking a cigarette or a small campfire. Where you could really see the silhouette of each smoke/flame trail.
Something like this:
I can’t help but think that there should be some rolling effects where the fluid is moving across the ground, due to friction/sticking at the leading edge and roll-over from the unconstrained expanding fluid above, and some sticking of the base of the liquid to the ground (it seems to detach cleanly).
Just curious if that’s possible with your current code, or I’m detached from reality
Thank you, looks pretty cool.
Another interesting use case to try is “ink under water simulation”
Although I’m not sure if the solver was designed for this kind of thing.
Something like this:
@DavidRivera Will be and @aryeramaty could be pretty soon.
Forces were planned much quicker and colors were not planned, however such option should be easy to implement and the potential is quite huge so I’ll look at it as fast as possible.
Also sorry for lack of response in the last week but I was sick pretty badly and I’m just starting recovering. So first day with a computer
For now I’m doing mainly Gas simulations not Liquid.
There is internal particle simulator to create more detailed emitters in smoke, but it’s not meant to be exported. So no meshing into liquid simulation for now, just VDB smoke sequences.
There is also project Hurricane, which is an SPH Liquid simulator working on the GPU with around 80,000,000 particles in 24fps including meshing and rendering. But the meshing part is also done internally as doing it later in blender would be far from real-time at this moment in time.
Also there is no blender integration for now. It is planned but I have no time and resources to do so
@michal1000w just a thought - one of the most well documented big explosion is the recent one from Beirut. There is plenty of footage from different angles in good resolution.