Realtime GPU smoke simulation

Hi, thank you for your feedback. The IO panel is as old as the GUI in this program and was a very early implementation. At that point I had no idea how to do objects to allow user to click on the project. However this is not the case anymore so in the next release it would be refactored.

As for now you have to write the project name without “.txt” and without the folder name. For example “project1” etc. But it is indeed unintuitive

It’s done. I’ll release an update during weekend with some bug fixes

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I realized that I omitted the positive feedback - sorry got too focussed on the ‘gimme stuff’ aspect. I love that the UI now lays itself out cleanly and doesn’t force me to rearrange the panels each time. I admit to minor confusion with the timeline; haven’t had much time to experiment; I assume it’s intended to hold a particular part of the flow for a longer time?

Not a problem :blush: some criticism is needed if I want to make it best possible. The timeline is also a very early implementation so if you have any tips or remarks please feel free to write them to make JFlow better

At 17:00 UTC+2 there will be a premiere of a short changelog for JFlow Alpha v0.0.25 :smiley: The release can be downloaded from github right now. There are a lot of changes so I would love to hear your feedback to make it even better in the future.
Have a nice day :relaxed:

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I really like how quickly this is moving forward. Well done!

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I wondered whether you had considered:

  • Loopable volumes (e.g. to make a looping oil fire, allowing for continuous volume effects off a mimimal VDB representation on-disk)
  • ‘Start from this state’, allowing the initialization of a volume with a certain state (which might actually be needed for the loopable volumes, perhaps).

The second thing is work in progress, however loopable volumes at this state are not possible to create because of how the simulator works (at least I have no idea at this point how to do this). I plan however some heavy rewrites after the initial state is done so maybe then there will be an option to make more artistic simulations

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Hi, I dont know if it is too early to mention stuff like that. I hope you dont mind.
i asked you on youtube about the interface scaling, because i have a monitor with 1650x1080. I tried the interface scaling and it only affects the font. the windows stay the same. Which is fine, i only have to do it the first time i start the programm. Another thing i noticed is that if i change one value of the domain resolution the other two values change relative to that. I dont know it that is intentional.

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Hi, I have some ideas for supporting lower resolution screens however needs some time to implement this. And with changing the domain values it’s intentional as there is a memory limit on the GPU and I wanted the user to not be restricted by a constant max x/y/z value

Ok, thank you. It`s so much more fun, when you see changes you make in realtime. Mantaflow is nice and not that slow, but when you are not so experienced it can take forever to create the look you want. I was hoping for quite some time, that someone picked that up. So thank you again, and if you have a patreon i would be happy to support you.

Hi michal,

What about nvidia domainless FLIP in realtime ?
https://people.csail.mit.edu/kuiwu/gvdb_sim.html

Maybe this will help you.
It was done by technicians from WETA and Dreamworks already 2018 :smiley:

It has NO domains, NO slowdown, and realtime calculation and SKINNING!
This is crazy!

It was done with Nvidia GVDB:
NVIDIA GVDB Voxels - Samples | NVIDIA Developer.

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Hi,
Thank you :smiley: I’ll take a look on it. For now I had a lot to do with exams on my University and now I’m planning to do some research to make the simulator much faster that it is now. And this papers should definitelly help so maybe I would be able to learn from it and implement something in my simulator.

Again big thanks for this resources
Have a nice Day :blush:

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This is amazing because you don’t have to develop so much from scratch.
The Nvidia GVDB is open source on GitHub.
Because its already developed, WETA and DreamWorks and ILM build on it.
You can literally have no domains.
The baking is zero, due to the nature of the automatic skinning in GPU.
This could work inside Eevee / Cycles with realtime meshing and some billions of particles.
It’s crazy.

Ok all the best. You’re my personal hero if you can make this happen.
:raised_hands::gem:

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Hmmm, the meshing part is especially cool. I think I’ll need to implement JFlow into blender much faster, but it’ll take some time cuz it’s a lot to learn.
But why not :smiley:

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Is this awesome project still in development?

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Yes, however now I have so much other work that I have no time for that but I’ll continue the development hopefully soon

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Great. :smiley:
Thank you for your hard work and good luck with your university projects/exams.

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Just curious about this project. Any current plans to enhance it further?

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I read somewhere that GPU is coming to mantaflow. I can be wrong though.