Just found it! Also totally blown away by the work input into it. Definitely going to share! @Two Minute Papers. Thank you and Congratulations on your growth and certain future successes.
I don't want to seem like I don't think he deserves the praise, but he doesn't research these things in order to do a UA-cam video, probably. He researches them because it's part of his field and he's interested in them, and does UA-cam videos on them after that. I'm just saying he is definitely interested and that deserves to be praised, but I don't think his dedication is as much to UA-cam as it is in his own research, regardless of UA-cam. that said, I've never done a single UA-cam video and I keep being told it's more work than it looks, so, who knows
Keylanos Lokj Game and simulation are two totally different things, most of Game effects are actually cloned. For example bullet holes, explosion, muzzle flashes. Those are pre-rendered and cached property. It’s mighty be possible for game Engines to run real-time simulation. However it’s impossible to render real-time fluids in the foreseeable future. Especially when rendering materials like fluid( refractions, reflectivity, transparency, etc)
@CBEdits He is a computer graphics researcher, Dr. Károly Zsolnai-Fehér. If you're doing serious stuff, you are not praising other's stuff blindly and just use them. You study them thoroughly and think of ways to improve them, even if it is beyond your knowledge, you have to know something about them.
@Octopus Of the nine realms You dont have to be in Uni to work with software like this. I only went to college, but learned the most about this software by simply watching youtube tutorials.
Blenders own fluid solver is getting a replacement soon. (Might already be in 2.82 builds, not up to date on that.) Its called Mantaflow and can also do spray/foam/bubble particles.
@@fabbrobbaf Mantaflow is not related to the FLIP Fluid Addon. Both Mantaflow and the FLIP Fluid Addon use the "FLIP" (Fluid Implicit Particle) method to use particles instead of geometry for the core simulation, final geometry gets generated after.
I wish so much that in Blender you could do water sim interacting with dirt requited, smoke and rigid body physics T.T CGI is so pretty, you take for granted that in real life things like those exist but to figure them out, program and render them it takes a hell lot of time and effort T.T
Thank you for upvoting, just seeing this video put me in an obsessive mood to learn physics and programming to make my own physics simulations but I'm just a really big idiot with no practical skills and just a lot of passion, very little patience. I'm just very admirative of those things
This is comming up in one of the next updates. The entire physics system is being reworked right now, and in the end, everything should be able to interact with everything.
have you seen the engine physics destruction volumetric smoke and fire from Dennis Gustafsson @tuxedolabs its amazing , combined with this fluid simulation graphics for games will be near photo realistic especially with the advances in monitors , still there is a ways to go before matching the human eye resolution
This paper challenged my way of thinking about the universe / physics in general. It's like - is surface tension even real - in a way. We come up with all these insanely complex models and interactions to describe phenomena that are magical but what creates these phenomena is so simple. It's like we're looking at the surface level of everything not seeing the black and white 2+2 beneath the surface. The most unrealistic thing in some of these clips that makes them look not real is the background
Adding to this video, as you said, it's a elegant solution that goes 80% of the way, but of course there are lacking elements. The most glaring is the simulation of bubbles in static fluids, on cups and so on on; only recently the mechanism by which bubbles attach themselves to the inner surfaces of containers has been explained, as the largest take.
When i'm watching the simulations on 1.25 x speed, it looks way more natural. This is something i've noticed with water simulation before, it doesn't look "fast" enough compared to real life water.
@@wyvern274 I took that in consideration, but i see in my comment it looked like i meant every one of them, but i really meant just some examples of them. Some were almost spot on tho, its getting really good. But i still see in movies that they don't always nail water simulation perfectly, some studios have a bit to go, and some have miles left.
I just love those rather quick summaries that are made for everyone. Yours are in fact so well done that I am slowly starting to feel like I am addicted to them. Thank you ~
Blender is like the Wikipedia among encyclopedias! The amount of love and care that goes into this application is really incredible. Thank you for the shout out!
I have mad respect for the plugin authors for open sourcing this work. Dealing with closed source libraries is a major pain point my firmware team has at the moment.
This video can be implemented in games right now. Yes, right now. The takeaway is that you would have 60 SPF. Not frames per second, 60 seconds per frame. That is, if you have a decent enough graphics card, and the fluid being simulated is not that great in size.
Yes, but some games do it quite well, take a look at Sea of Thieves for example, which despite being multiplayer does it quite nicely: Links to game footage: (gfycat.com/keenunsightlyflyingfish-sea-of-thieves-seasick-tyvan-tv-gaming) (steamcommunity.com/sharedfiles/filedetails/?l=german&id=1273602336) (ua-cam.com/video/aGogFt4bhTM/v-deo.html)
The lighthouse at 3:30 just looks gorgeous! The added bubbles trapped under water just add so much to realism. They perfectly convey the huge forces involved in the collision. I expected the building to collapse every second.
I think the greatest tool for artists is one that gives them a level of control between approximated solutions like this and more physically based ones. I really want to see more from the 2 minute papers series actually implemented as plugins, so i am glad for once this is actually something i can play with. I did not realize until now that some of my favorite fluid sims already use FLIP fluids
I just have to say that I literally don’t do any 3D things and I don’t totally understand everything said in your videos but it’s so entertaining and I’m learning more and more with each one so thank you for making such an amazing channel
You make the most remarkable videos ever. It's no wonder you're in my top 10 subscriptions list on my channel! 😍 Thank you for everything you're doing. Please never stop. Also, I look forward to the insane graphics of video games in about ~10 years time, with the advancement in speed of everyday computers, processors, ram, etc. 😁👍 Mind blowing stuff!
Mind blowing graphics. Thanks for the beautiful research paper and your detailed explanation. I have become your fan. All the best for your future endeavors 💐.
Manta flow, blender’s new flip fluid system (now included with 2.82) , also allows you to add bubbles, spray and foam after the fact too. I’m not sure if they’re calculated in the same way as this plugin though.
@@skyr8449 "how does it compare to flipfluids" You mean the "flip fluid" solver/addon or flip fluid method? Mantaflow also uses flip fluid. Flip-fluid addon is more mature, stable and guess faster and in short better - at least for now.
In the new version of Blender (2.82) the built in system is revised to work with this simulation method (Flip particles and Mantaflow). This version is planned for february this year, so you dont need to purchase the flipfluids addon.
This is so cool!! I've recently compiled an Unreal Engine 4.19.2 build from source with Nvidia Flex (It's no longer maintained and doesn't support more recent versions) and this is exactly what that does among some other things. It's so cool to play around with Rigid body, soft body and fluid simulations in realtime and the fact that it's possible in a game engine is amazing!
This new simulation probably came from some researcher talking to his buddy at a bar. They asked 'why don't you just put bubbles where air gets trapped?' The one time the 'you're a genius!' clicé actually worked
If the bubbles look really bad on the video, try upping the resolution cause the bitrate will be higher. I am using a 1920X1080 monitor and it did improve the quality!
I can just picture Crytek trying to snap this guy up, looks amazing. This is the stuff we need in games today, not aiming for crazy resolutions and frame rates.
@@awwkaw9996 Yeah vastly cheaper compared to the supercomputer hours it took before, it's now high grade consumer computer hours. But don't expect anything to that level of detail in less than seconds to minutes per frame rather than frames per seconds. He said it himself, his recreation of the animation from blender(iirc) took him hours for a few seconds of simulation.
High grade particle physics is not something you’ll see anytime soon in a world where 99% of particles are billboarded. It just doesn’t make any sense to waste so many resources on aesthetics. This fluid thing is not for games, it’s for Disney.
You know what's awsome? Few years ago raytracing was time consuming process used only by big companies ie. in movie industry, and now we can have it right on our desk, in real time (granted, maybe now it's still not the highest quality, but it's first iteration!). The same way this state-of-the-art fluid simulation that takes 8h to render will be processed in real time, on our PC standing on a our desk. Or by phones that fit in our pocket. It's mind blowing, can't wait for it to happen.
I never really thought about it, but to make water look and feel just like real in a simulation or render is an extremely complex task. I’ve yet to see something that looks perfect, but they’re getting really close, and look great
I've never used the mentioned plugin but I looked a little bit online and the method used seems very similar to the method used inside Houdini, so definitely it has some potential! Keep up the good work
I doubt you are "stupid", probably just haven't invested time to learn about a specific subject. Is there any reason you think you can't do that? Most people have the ability to, they just need the access, and if you have a PC, net connection and can read, you have that access.
Woah. The 2012 paper is actually by my current teacher, Prof. Mathias Teschner for "Simulation in Computer Graphics" at the University of Freiburg. Moreover, the other author is Prof. Markus Ihmsen who is also the Founder of Fifty2 Technology(the place I'll be working in as a Work Student in the next month). I am so happy to see their names here! Hope I get to learn alot. And as always, amazing video, Prof. Károly Zsolnai-Fehér. :)
Amazing rendering! I wonder how hard it would be to determine under what conditions the underwater and foam bubbles merge with each other to be come "larger" diffuse particles and include that as well.
People: "Magic isnt real" Me: "You do realize we took various types of rocks and metals and threw them together in a delicate balance, carved metallic runes into silicon slabs and then powered them with lightning. Then we made that rock simulate reality and physics and transform them into signals to be turned into images by more rocks so we could see the results. Also we made the rocks store the collective knowledge of our entire species and made devices that can access it that fit in your pocket. Sooo..."
@@zefellowbud5970 sure I dont care. Just thoughts based off the quote from Arthur C. Clark "Any sufficiently advanced technology is indistinguishable from magic" and he was right.
Getting excited for the time when (not if) simulating and rendering these kinds of environments is feasible at runtime. Certainly not tomorrow, but certainly not never!
Pretty sure this is how Houdini’s current whitewater system works, only the whitewater is computer after the flip sim but based on the flip sim. So you advect this whitewater particle sim by your flip sim, emit particles based on curvature / velocity etc, and then it creates the bubble / foam / spray states. Lots can be tweaked post sim but it’s nice to have it separate from the very heavy flip sim so that you don’t need to re sim everything if you want the whitewater emission to be different.
only thing I see that could be done better is getting the deep bubbles to always rise up at a speed relative to the bubbles size and depth. This would get bubbles moving to the surface to pop more realistically in the cube. It looked to me that the bubbles sat for to long on the bottom , but this is insane awesome simulation!
Have you seen what the software Houdini makes possible? It's absolutely amazing, and is I believe also an implementation of this work in its flip solvers. The amazing part of the whitewater system in Houdini is that it's very easy to get complete access to its inner workings and change those, since everything is node and attribute based. It gets very easy to not only change the behavior of the liquid and of the foam in arbitrary ways, but to also output any possible information, like velocities of each particles, vorticity etc, to visualize them, or track the data in other ways. Besides the fact that Houdini apprentice is free and unrestricted in almost all ways except rendering, there are good resources here on UA-cam, for example the whitewater masterclass by Omar Zarifi.
This is an insane channel.. the amount of dedication is unbelivable..
Just found it! Also totally blown away by the work input into it. Definitely going to share!
@Two Minute Papers. Thank you and Congratulations on your growth and certain future successes.
This is a man who makes the Navier-Stokes equasions (Fluid dynamics, allso reputed as some of the hardest mind bending math in physics) interesting.
I don't want to seem like I don't think he deserves the praise, but he doesn't research these things in order to do a UA-cam video, probably. He researches them because it's part of his field and he's interested in them, and does UA-cam videos on them after that. I'm just saying he is definitely interested and that deserves to be praised, but I don't think his dedication is as much to UA-cam as it is in his own research, regardless of UA-cam.
that said, I've never done a single UA-cam video and I keep being told it's more work than it looks, so, who knows
Keylanos Lokj Game and simulation are two totally different things, most of Game effects are actually cloned. For example bullet holes, explosion, muzzle flashes. Those are pre-rendered and cached property. It’s mighty be possible for game Engines to run real-time simulation. However it’s impossible to render real-time fluids in the foreseeable future. Especially when rendering materials like fluid( refractions, reflectivity, transparency, etc)
@CBEdits He is a computer graphics researcher, Dr. Károly Zsolnai-Fehér.
If you're doing serious stuff, you are not praising other's stuff blindly and just use them. You study them thoroughly and think of ways to improve them, even if it is beyond your knowledge, you have to know something about them.
I'm not a 3D artist, I just enjoy watching these simulations.
Same. I just like to poke my head in to see how different arts and technologies are progressing.
@@steviebob4 Since this is open source software the progress goes faster every time when more people join the development.
@Octopus Of the nine realms You dont have to be in Uni to work with software like this. I only went to college, but learned the most about this software by simply watching youtube tutorials.
I'm not a musician but I listen to music
@@twintyara6330 im not a chef, but i eat food
I didn’t know there was an uncanny valley for liquids
I was trying to find these exact words. Very cool.
what you saw are just test scenes. check what ILM did for the movie Battleship 8 years ago
That is a truly accurate description.
LMFAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
imagine what the R18 gaming community could do with those fluid simulations....
Blenders own fluid solver is getting a replacement soon. (Might already be in 2.82 builds, not up to date on that.)
Its called Mantaflow and can also do spray/foam/bubble particles.
I've heard it's based on the FLIP fluid sim
@@fabbrobbaf Mantaflow is not related to the FLIP Fluid Addon.
Both Mantaflow and the FLIP Fluid Addon use the "FLIP" (Fluid Implicit Particle) method to use particles instead of geometry for the core simulation, final geometry gets generated after.
Mitsuma's Animation and Stuff thanks for the rectification
Mantaflow is there in the newest builds - along with the old method :P bubbles, foam and spray exist
yes, it is in 2.82 beta builds
I wish so much that in Blender you could do water sim interacting with dirt requited, smoke and rigid body physics T.T
CGI is so pretty, you take for granted that in real life things like those exist but to figure them out, program and render them it takes a hell lot of time and effort T.T
Thank you for upvoting,
just seeing this video put me in an obsessive mood to learn physics and programming to make my own physics simulations but I'm just a really big idiot with no practical skills and just a lot of passion, very little patience. I'm just very admirative of those things
This is comming up in one of the next updates. The entire physics system is being reworked right now, and in the end, everything should be able to interact with everything.
@@johanaantjes2000 hope the mantaflow integration gets to be that good
@@arescet You can give it a try at builder.blender.org by downloading the beta version.
have you seen the engine physics destruction volumetric smoke and fire from Dennis Gustafsson @tuxedolabs its amazing , combined with this fluid simulation graphics for games will be near photo realistic especially with the advances in monitors , still there is a ways to go before matching the human eye resolution
oh god this is so good i cant believe it
This paper challenged my way of thinking about the universe / physics in general. It's like - is surface tension even real - in a way. We come up with all these insanely complex models and interactions to describe phenomena that are magical but what creates these phenomena is so simple. It's like we're looking at the surface level of everything not seeing the black and white 2+2 beneath the surface.
The most unrealistic thing in some of these clips that makes them look not real is the background
This is the definition of elegance in computer science.
It wouldn't be possible without the math though!
Adding to this video, as you said, it's a elegant solution that goes 80% of the way, but of course there are lacking elements.
The most glaring is the simulation of bubbles in static fluids, on cups and so on on; only recently the mechanism by which bubbles attach themselves to the inner surfaces of containers has been explained, as the largest take.
When i'm watching the simulations on 1.25 x speed, it looks way more natural. This is something i've noticed with water simulation before, it doesn't look "fast" enough compared to real life water.
Depends on the size, some of the simulations are oceans. We have yet to have very small vessels that lack foam
@Christian William Sorry, what?
MindTreat yes somewhere between 1.25 and 1.5 X speed seems more realistic to me
@@wyvern274 I took that in consideration, but i see in my comment it looked like i meant every one of them, but i really meant just some examples of them. Some were almost spot on tho, its getting really good. But i still see in movies that they don't always nail water simulation perfectly, some studios have a bit to go, and some have miles left.
@@mindtreat He means that a wave in the ocean is slower than a wave in your tub
"Yes, they are possible. Thanks for watching"
It would've been hilarious if he said that in the first 10 seconds.😄
@@ZA-ui1sv Jeez, you don't belong in this channel anyways.
@@3rdvoidmen594 that's why we are not subscribed
@@Space_Wanderer. Good for you
I don't even use blender. I just come for the insanely satisfying animations
I just love those rather quick summaries that are made for everyone. Yours are in fact so well done that I am slowly starting to feel like I am addicted to them.
Thank you ~
Blender is like the Wikipedia among encyclopedias!
The amount of love and care that goes into this application is really incredible.
Thank you for the shout out!
I love this channel. The tone of the presentation, the enthusiasm and admiration ... binge worthy
I have mad respect for the plugin authors for open sourcing this work. Dealing with closed source libraries is a major pain point my firmware team has at the moment.
I really appreciate someone broadcasting this stuff. Nice to see more people recognising good learning from journals that aren't the big obvious ones
Meanwhile, real-time water simulations in games look like a few spheres moving along a parabola into a prerendered puddle. We have a long way to go.
@Interdimensional games have pre-baked graphics because of optimization you can play it at a playable rate
This video can be implemented in games right now. Yes, right now. The takeaway is that you would have 60 SPF. Not frames per second, 60 seconds per frame. That is, if you have a decent enough graphics card, and the fluid being simulated is not that great in size.
You dont want to wait 80 hours for the river you're trying to cross to render
Yes, but some games do it quite well, take a look at Sea of Thieves for example, which despite being multiplayer does it quite nicely:
Links to game footage:
(gfycat.com/keenunsightlyflyingfish-sea-of-thieves-seasick-tyvan-tv-gaming)
(steamcommunity.com/sharedfiles/filedetails/?l=german&id=1273602336)
(ua-cam.com/video/aGogFt4bhTM/v-deo.html)
@@oleksiishekhovtsov1564 thats because, i believe sea of thieves uses an animation for the sea, rather than a simulation
The lighthouse at 3:30 just looks gorgeous! The added bubbles trapped under water just add so much to realism. They perfectly convey the huge forces involved in the collision. I expected the building to collapse every second.
Never dared to step into fluid simulation before... And now a paper offered with intuitive explanation on the topic? What a time to be alive!
just the sort of thing I've subbed for, absolutely mind blowing how far we have come
I checked out the FLIP Fluid reel and it's amazing!
I think the greatest tool for artists is one that gives them a level of control between approximated solutions like this and more physically based ones. I really want to see more from the 2 minute papers series actually implemented as plugins, so i am glad for once this is actually something i can play with.
I did not realize until now that some of my favorite fluid sims already use FLIP fluids
for me the only purpose of this channel is to hype and make me dream about all the possibilities that these researches can bring. I LOVE IT!
Imagine when computer games will have water graphics like these! It would be so cool to have realistic tsunamis and rogue waves in GTA.
OR IN VR!!
2:05 "It is unreal how good it looks" Unreal?
Unity
I just have to say that I literally don’t do any 3D things and I don’t totally understand everything said in your videos but it’s so entertaining and I’m learning more and more with each one so thank you for making such an amazing channel
This is becoming my goto channel for my Internet WOW moments! Thx for making them!
You make the most remarkable videos ever. It's no wonder you're in my top 10 subscriptions list on my channel! 😍 Thank you for everything you're doing. Please never stop. Also, I look forward to the insane graphics of video games in about ~10 years time, with the advancement in speed of everyday computers, processors, ram, etc. 😁👍 Mind blowing stuff!
This paper deserved a "What a time to be alive !", where is it ?
Mind blowing graphics. Thanks for the beautiful research paper and your detailed explanation. I have become your fan. All the best for your future endeavors 💐.
Man. With this channel u make my dream come true with muscle video, water etc. Good job man!
Manta flow, blender’s new flip fluid system (now included with 2.82) , also allows you to add bubbles, spray and foam after the fact too. I’m not sure if they’re calculated in the same way as this plugin though.
Blender is getting new fluid simulator "mantaflow" in version 2.82
Im not too familiar, how does it compare to flipfluids?
@@skyr8449 It has some options same as flipfluids, but flipfluids has more advanced options and it is more stable.
I cant do shit with current Manta Flow builds, i hope its more stabe In the offical release
@@skyr8449 "how does it compare to flipfluids" You mean the "flip fluid" solver/addon or flip fluid method?
Mantaflow also uses flip fluid.
Flip-fluid addon is more mature, stable and guess faster and in short better - at least for now.
Mantaflow in suitable also for smoke and fire. FLIP fluid Addon seems a bit more refined
that looks great. it's amazing how realistic those particles make it
It's truly amazing how after all these years we still don't have realistic real-time water physics in videogames
SiisKolkytEuroo it has to do with coding my friend.
Games are limited to their engines.
In the new version of Blender (2.82) the built in system is revised to work with this simulation method (Flip particles and Mantaflow). This version is planned for february this year, so you dont need to purchase the flipfluids addon.
I love the enthusiasm and love that this man has for his subject. It is genuinely inspiring to see such passion for and appreciation of knowledge.
This is so cool!! I've recently compiled an Unreal Engine 4.19.2 build from source with Nvidia Flex (It's no longer maintained and doesn't support more recent versions) and this is exactly what that does among some other things. It's so cool to play around with Rigid body, soft body and fluid simulations in realtime and the fact that it's possible in a game engine is amazing!
Even though my research is not even remotely related to fluid simulations, I find these videos weirdly satisfying.
It sucks that UA-cam's compression makes the bubbles slightly less amazing looking
I’ve been thinking about getting FLIP fluids but this really sealed the deal. Looks soooo good
Thank you for another great video. Great to hear you getting excited about quality work by others.
This new simulation probably came from some researcher talking to his buddy at a bar.
They asked 'why don't you just put bubbles where air gets trapped?'
The one time the 'you're a genius!' clicé actually worked
3:35 -- that one got me, amazing stuff
I love this technique and the visuals so much that I keep re-watching it.
If the bubbles look really bad on the video, try upping the resolution cause the bitrate will be higher. I am using a 1920X1080 monitor and it did improve the quality!
Wow. Your channel is incredible. Your passion for what you do is equally as incredible.
I can just picture Crytek trying to snap this guy up, looks amazing.
This is the stuff we need in games today, not aiming for crazy resolutions and frame rates.
Yeah clearly framerate is overrated, I'd rather my GPU spent 80 fucking hours rendering a puddle than render the rest of the game so I can progress.
@@Soken50 I think adding these bubbles are cheaper (it sounded like that in the video)
@@awwkaw9996 Yeah vastly cheaper compared to the supercomputer hours it took before, it's now high grade consumer computer hours. But don't expect anything to that level of detail in less than seconds to minutes per frame rather than frames per seconds.
He said it himself, his recreation of the animation from blender(iirc) took him hours for a few seconds of simulation.
High grade particle physics is not something you’ll see anytime soon in a world where 99% of particles are billboarded. It just doesn’t make any sense to waste so many resources on aesthetics.
This fluid thing is not for games, it’s for Disney.
@@Soken50 haha
You know what's awsome? Few years ago raytracing was time consuming process used only by big companies ie. in movie industry, and now we can have it right on our desk, in real time (granted, maybe now it's still not the highest quality, but it's first iteration!).
The same way this state-of-the-art fluid simulation that takes 8h to render will be processed in real time, on our PC standing on a our desk. Or by phones that fit in our pocket. It's mind blowing, can't wait for it to happen.
Watching while my water simulation is running...
Very good channel, keep it on!
The fluid simulations look so good, the crazy long hours of render time is worth it.
4:20 wow Minecraft with shaders looks incredible
I searched for this comment
I never really thought about it, but to make water look and feel just like real in a simulation or render is an extremely complex task. I’ve yet to see something that looks perfect, but they’re getting really close, and look great
Thank you very much! What a great video :)
Hey there Blenderphysics! Thank you, happy to have you around! :)
Flip fluids is now the standard fluid simulator in blender. I have used it a ton and i love it
I've never used the mentioned plugin but I looked a little bit online and the method used seems very similar to the method used inside Houdini, so definitely it has some potential! Keep up the good work
I still enjoy this kind of content even though I'm stupid af^ω^
I doubt you are "stupid", probably just haven't invested time to learn about a specific subject. Is there any reason you think you can't do that? Most people have the ability to, they just need the access, and if you have a PC, net connection and can read, you have that access.
Piñata Oblongata sorry I can’t read
@@sheeloesreallycool waaait
@@sheeloesreallycool You're unliterate? ;)
Piñata Oblongata illiterate*
Woah. The 2012 paper is actually by my current teacher, Prof. Mathias Teschner for "Simulation in Computer Graphics" at the University of Freiburg. Moreover, the other author is Prof. Markus Ihmsen who is also the Founder of Fifty2 Technology(the place I'll be working in as a Work Student in the next month). I am so happy to see their names here! Hope I get to learn alot. And as always, amazing video, Prof. Károly Zsolnai-Fehér. :)
You are very lucky, they are both absolute legends at their crafts. 👍
you deserve more traction!
So happy I found this channel. The simulations are amazing and so damn satisfying to watch.
Amazing rendering! I wonder how hard it would be to determine under what conditions the underwater and foam bubbles merge with each other to be come "larger" diffuse particles and include that as well.
Blender is such powerhouse, im amazed how they managed to provide that platform as an open-source program
You are not just a coder, you are an artist :)
2:38 one technique to rule them all!
"the whole thing can be implemented in a day" "a trivially simple method" typical things you hear from a researcher lol
I could not hold on to my papers. I lost them somewhere in the simulated flood.
my mind blowned with all of these discussions... i like it when its like this. all about effects and stuff.
that rowboat simulation looks so good
People: "Magic isnt real"
Me: "You do realize we took various types of rocks and metals and threw them together in a delicate balance, carved metallic runes into silicon slabs and then powered them with lightning. Then we made that rock simulate reality and physics and transform them into signals to be turned into images by more rocks so we could see the results. Also we made the rocks store the collective knowledge of our entire species and made devices that can access it that fit in your pocket. Sooo..."
Sand, dear Watson, sand...
Can i copy this?
@@zefellowbud5970 sure I dont care. Just thoughts based off the quote from Arthur C. Clark "Any sufficiently advanced technology is indistinguishable from magic" and he was right.
Well Said!
That's not magic. That's technology.
Getting excited for the time when (not if) simulating and rendering these kinds of environments is feasible at runtime. Certainly not tomorrow, but certainly not never!
Blender is getting mantaflow soon which is similar to the flip fluids addon in 2.82, should be by the end of february.
This is a must see to all Blender lovers!
You’re so enthusiastic you make me want to learn this stuff but I don’t understand any of those equations
FLIP simulation will be available, called Mantaflow as a default liquid and smoke solver in blender from V2.82 which will be released in a few days.
I'm in love with this channel already
You have just literally explained a dream about this very subject the other night, sooooooooooo good :D
Holy moly... Can't wait for this to be seen in games. Thank you for the video!
you hit the nail on the head when you said we can put a piece of silicon and simulate with science water molecules via graphical implementation
wow, this has literally nothing to do with what I do and I'm still very much inspired
Amazing discovery. Love your channel and thank you for all your work and dedication
Pretty sure this is how Houdini’s current whitewater system works, only the whitewater is computer after the flip sim but based on the flip sim. So you advect this whitewater particle sim by your flip sim, emit particles based on curvature / velocity etc, and then it creates the bubble / foam / spray states. Lots can be tweaked post sim but it’s nice to have it separate from the very heavy flip sim so that you don’t need to re sim everything if you want the whitewater emission to be different.
only thing I see that could be done better is getting the deep bubbles to always rise up at a speed relative to the bubbles size and depth. This would get bubbles moving to the surface to pop more realistically in the cube.
It looked to me that the bubbles sat for to long on the bottom , but this is insane awesome simulation!
Thanks Fr. for all of your incredible content !
I love when complex physics are modelled with simplicity!
meglepően alig látok magyarokat itt.. nagyon érdekes videó, köszönjük!! :D
4:20
R.I.P
CPU
this was very inspirational for someone doing research. thank you
The amount of detail is so great in the render UA-cam is compressing the shit out of it
You are too persistent. I love it!
Flip fluids is already integrated into blender starting from version 2.82 beta and it completely replaces the old fluid sim
I wish I was half as smart as you are , what you do is amazing.
This channel should have a million subs at least.
He even added camera shakes in his animation, very nice render!
"You can really find gems anywhere, not just among the most prestigious research venues" ❤
This is mind blowing!
This chanel is amazing!
Tnx to this YT channel exist cuz people researching can easily watch and learn from this.
Just wow! I love this content ^-^ please keep uploading!
Flip fluids is well worth getting, it's excellent..
I want this in marine genre games in the future!
WoWs, From the depths, Stormworks, Subnautica, etc i need it!!
Have you seen what the software Houdini makes possible? It's absolutely amazing, and is I believe also an implementation of this work in its flip solvers. The amazing part of the whitewater system in Houdini is that it's very easy to get complete access to its inner workings and change those, since everything is node and attribute based. It gets very easy to not only change the behavior of the liquid and of the foam in arbitrary ways, but to also output any possible information, like velocities of each particles, vorticity etc, to visualize them, or track the data in other ways. Besides the fact that Houdini apprentice is free and unrestricted in almost all ways except rendering, there are good resources here on UA-cam, for example the whitewater masterclass by Omar Zarifi.