FLIP fluids development 2019-2020
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- Опубліковано 25 тра 2020
- Hey there!
Another year just passed and we would like to give you an update about how developing the FLIP Fluids addon is going on.
THANK YOU ALL for this great year! Enjoy this video.
• Please, subscribe our new FLIP Fluids channel on UA-cam:
/ flipfluids
• All information about the Customer Reel 2020 can be found here:
flipfluids.com/customer-reel-...
• How to use the PolarGrid-Addon has been explained on their site:
polargrid.space/demo-downloads/
• Our new homepage is here:
flipfluids.com/
• You can purchase the FLIP Fluids addon for Blender here:
blendermarket.com/products/fl...
• We're also on Twitter and Instagram:
/ flipfluids
/ flip.fluids
Thank you for watching,
The FLIP Fluids Addon Development Team - Фільми й анімація
The future of blender physics is in your hands. I believe in your team
Thank you for your team
The thing I am waiting for is dynamic buoyancy of collision objects. Basically I want to be able to set the weight of a collision object as a ratio to the weight of the fluid and have that object react dynamically the the fluid. That's something I have always wanted since my first fluid simulation. I have no idea if it's even possible.
Hi. Unfortunately that is not possible. However, we have a tutorial that shows good tips for faking this effect. Its here: ua-cam.com/video/JyfMQ6RX6nA/v-deo.html
@@Blenderphysics-Videos Come on now, it has to be possible. People just haven't figured it out yet and I'm way too dumb to. So that's why I rely on smart people like you'll. LOL
@@BlenderRookie Hi, buoyancy+rigid body simulation is possible in fluid simulation and there is other simulation software that can do this. It was meant that this is not realistically possible to do in Blender. Blender's simulations are limited by a design issue that there is currently not a way for separate simulation systems to fully interact with each other. For this reason, we are unable to create a feature where our fluid simulation can push around objects in Blender's rigid body simulator which would be required for a buoyancy simulation.
TECHNICALLY it would be possible for us to do, but to add this feature we would need to re-write and modify a huge area of the Blender physics systems that we know nothing about. We only have experience in Blender addon development and not core Blender development. This is why we consider adding this feature as 'not possible'. Hope this explanation helps!
Good job, guys! Happy customer here.
Hi, can you make a tutorial on the fluid coming out of the nosal with a force for cleaning the tank. or else can you share some tips, Regards
I love Flip Fluids
Is there a video that explains how to move or delete particles after bake? I need to move or delete some that hit the domain wall. Blender don't recognize them as particles.
Particles are not the same as blender´s particlesystem-particles. You can move them using "delta transform", and you can use the FLIP Fluids Display settings to choose how many percent of particles will be rendered.
I'm confused at the first one. You stated that a new feature is the ability to use objects as domains like you showed with the sphere but in your comparison using an already existing feature like inversing an object was quicker...?
The thing is that i´m not telling you that an object can be used as a domain! It will be used to limit the meshing process to the geometry of it - while the domain still uses its full volume for the simulation. To make this clear: Meshing means to make already simulated fluid particles visible. And this can be limited to an other object´s volume.
fracture modifier 2,8
Are there any plans on implementing non newtonian fluids? I was impressed by the high viscosity solver and thought I could simulate semisolids like bread dough but they lose their shape after the initial buckling. Still, impressive work, I'm just wondering if this use case could be supported in the future
Not planned actually but still interesting idea!
Hello. when will your website be up again?
Hi! This is in work but will take some time as other projects are more importand actually.
Hopefully by mid of august it will be back -with more content than before ;)
How's the fracture modifier for 2.8 going?
I had contact to the other team´s guys. The Fracture Modifier Project still is living. But as we have something that has to be integrated in a fast changing code (Blender), but not a simple addon there is only one way to make this working in the future: A complete change of the code. This means, the team is researching and working on new ways to bring the FM back to Blender. But how long this will take i can not say.
@@Blenderphysics-Videos Ok, thanks for the update.
will you working on the fracture modifier for blender 2.8 or will it stay on 2.79 and the workaround
My part in the FM team is more the "workflow-tutorials-publishing" thing. At this moment we still need to use the 2.79 version as the workaround. There are some works on the FM- but it will take a long while till something new will be published.
@@Blenderphysics-Videos I appreciate the fast respond to my question
thx for the information
it seems like alembic animations do not affect the fluid simulation even if I make it's type as obstacle.
You can request support here:
github.com/rlguy/Blender-FLIP-Fluids/wiki/Guidelines-for-Requesting-Scene-Troubleshooting-Help
Excuse me, I want to ask a question
Is it possible for fluid to react in the wind force field? Will such a feature be added to the FLIP Fluids?
This is what we are working on actually and will come in the future! But- our addon will use its own forcefields!
The baking of your addon is using cpu or gpu?
Its CPU based. In an effective way! Really very fast.
is it possible to create a tsunami for movies with flip fluids?
Depends on your knowledge and hardware.
Basically yes- but i´m not sure about in what resolution and scene-size.
You could make some trys using our free demo-version ;)
@@Blenderphysics-Videos are you guys working on a way to use the gpu to bake the simulation, if so, it would change everything.
I Think Two Minute Papers did a video on it, something to do with Sparse volumes, i don't know the pure technical side of fluid simulations
Hi Man
I hope I have understood correctly that your add on is natively built into blender 2.8 and is called Mantaflow.
Maybe I’m already late to the party with this suggestion but have you already optimized your add on for multithreading? I the last video of CG Geek showed not 100% stellar performance on high core count CPUs with Mantaflow. So is this a issue you are intending to tackle?
Also just out of curiosity (I’m not as far in my programming career as having written a physics simulation engine) would it be possible to performe these calculations on a GPU as well? So one could use basically all the computing resources of ones pc?
Hello Alexander. No, we are NOT the developers of the Mantaflow software. Our FLIP Fluids addon is an own code that uses the same FLIP-based simulation method like Mantaflow.
In the past we used the GPU, but we found out, that this kind of simulation-calculation will not work faster on GPUs, so this part has been removed.
Our addon is highly optimized to work on multiple tasks. However the faster you CPU is in general (GHz), the faster a simulation will be ready. Less cores with more GHz will be faster than more cores and less GHz.
Blenderphysics Hi thanks for the clarification.
I’ve seen that physics simulations perform better on high clock, low core count CPUs. Is the reason for this performance decrease the time sensitivity or the resource management. (I’m not sure my terms are correct. With time sensitivity I mean one CPU core has to wait for the calculation of another core to be finished and with resource management I mean that the cores need to constantly load new information into the cache (I believe) and don’t share to much information thereby loosing clock cycles loading the variables from RAM)
Coming from Phoenix FD in 3ds max, I like your add on so far. The presets are not so great imo. They take a terrible amount of time compared to creating a fresh scene. If you guys add smoke and fire then your software would DEFINITELY be the phoenix fd of blender because I cannot STAND blenders default manaflow bullsh*t. Looking forward to seeing what else you have to offer.
Thank you for your comment. Better presets are requested by many users and we are working on a new preset system with example-scenes. If you are looking for a better fire-simulator i recommend to take a look into Embergen real time simulator. Its amazing!
@@Blenderphysics-Videos awesome. Thank you.
Why is this recommended to me ? Wtf is this ?