2D Fluid Simulation in Geometry Nodes

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  • Опубліковано 3 лют 2025

КОМЕНТАРІ • 30

  • @sander-wit
    @sander-wit Рік тому +21

    My god, you actually created a fluid simulation in geo nodes, you are insane. Incredible work! Thanks for taking the time to explain your work.

    • @btn237
      @btn237 Рік тому +4

      The way I understand it, simulation nodes account for any kind of simulation - fluid, fire, smoke, particle, cloth, whatever.
      The basic idea of any simulation is the same - you have a starting state of the simulation, then on each frame it updates to respond to stimuli or parameters.
      In other words now that the basic nodes are there, there’s nothing you can’t simulate. The rest is mostly a matter of making it more user friendly.
      That said, it is still fairly mind boggling to me that people can figure how to do this using the low level nodes. Very talented stuff.

  • @Erindale
    @Erindale Рік тому +10

    Great work! Sim nodes are so fun

  • @3DSinghVFX
    @3DSinghVFX Рік тому +4

    Amazing Tutorial 🙌

  • @karibaevulan
    @karibaevulan Місяць тому

    Congrats u just have made fluid solver like in houdini and x particles.🎉 you are genius🎉❤

  • @DavidWinstead
    @DavidWinstead Рік тому +4

    That looks awesome 👌

  • @stefanguiton
    @stefanguiton Рік тому +3

    Awesome work!

  • @tochezpab
    @tochezpab Рік тому

    Amazing, I've wanted a 2d fluid sim in Blender for a long time, defintiely better than dynamic paint or mantaflow with a flattened domain.

  • @joshiifive
    @joshiifive Рік тому +6

    Incredible. Blender should find a way to implement a easy way to use this kind of node setup..

  • @lucasgarcia7615
    @lucasgarcia7615 Рік тому +1

    Awesome work, thx for sharing

  • @AlanAstle
    @AlanAstle Рік тому

    I remember doing this with the Kai's Power Tools plugin for Photoshop back in 2000. Good times!

  • @notimportantstudio
    @notimportantstudio Рік тому

    jezus man thanks for this i havent even watched it yet, ill do it later today

  • @RMAFIRE
    @RMAFIRE Рік тому

    Your art is a goldmine💪🔝✨

  • @Igor_Zdrowowicz
    @Igor_Zdrowowicz Рік тому +1

    Really amazing.

  • @TripTilt
    @TripTilt Рік тому

    this is pretty cool, gotta try that some time :)

  • @itestthings5337
    @itestthings5337 Рік тому

    you beast you did it! thanks so much

  • @fretstain
    @fretstain Рік тому

    sorcery! impressive!

  •  Рік тому

    Amazing!

  • @bartoszstyperek6306
    @bartoszstyperek6306 Рік тому +1

    Awesome. Any reason why u do not multiply vel * dt to get offset ? I mean u made dt=1, but would it not make it more stable to use lower dt?

  • @YvesBonheur
    @YvesBonheur Рік тому

    incredible😍

  • @katonsitar7374
    @katonsitar7374 Рік тому

    So So So Cool!!!!!❤❤❤

  • @benjaminsmith4221
    @benjaminsmith4221 Рік тому

    this is great. Is it possible to not have the fluid effect "wrap" around object. Just have the effect dissapear off the boundaries

  • @akoras3222
    @akoras3222 Рік тому

    Thank you for the great explanations.
    I half succeeded to build this system, somehow I get only velocity changes from my collider registered that are in the +x/+y or in the -x/-y direction...
    I hope I can find my error to play around with this a bit more.

    • @akoras3222
      @akoras3222 Рік тому

      alright, found it, as I suspected it was a typer error, some sample nearest surface was set to point insread of vector. :)

    • @seanterelle
      @seanterelle  Рік тому +1

      @@akoras3222 Those little details can be so hard to track down, glad you found it!

  • @genesis2303
    @genesis2303 Рік тому +1

    This is one of these cases when despite in depth explanation, I understand absolute nothing of it. ¯\_( ͡° ͜ʖ ͡°)_/¯
    When people will ask another time why Blender don't have new physics system, Pablo should send this tutorial as reply.
    This is Hogwarts stuff.

  • @ruslandad365
    @ruslandad365 3 місяці тому

    Hey how get Black and white map?