Anim8or Community

General Category => ASL Scripts => Topic started by: Renderman on July 29, 2008, 10:20:01 pm

Title: Fluid Simulation
Post by: Renderman on July 29, 2008, 10:20:01 pm
Hi, is there an ASL Script for fluid Simulation?
Title: Re: Fluid Simulation
Post by: Tanzim on July 30, 2008, 09:34:37 am
There are external programs and techniques to fake it, but no scripts.
Title: Re: Fluid Simulation
Post by: Monex on July 30, 2008, 09:39:22 am
I have never heard about a fluid simulation script and I'am quite sure it would get a lot of attention. I don't think there is going to be a fluid simulation, because it's a very difficult thing to make. I'am afraid you have to use Blender, it have a fluid simulation.
Title: Re: Fluid Simulation
Post by: NickE on July 30, 2008, 01:32:38 pm
Fluid simulation is very complicated mathematically, but scripts will be written (because I will write them myself) when ASL matures a bit to where scene mode objects, properties, and methods can be manipulated and when object mode objects can access other objects and morph targets.  Realistic fluid and particle dynamics require a combination of shape and movement.  Right now, one could (and some have) written external programs to create Anim8or files to accomplish that as Tanzim mentions above.
Title: Re: Fluid Simulation
Post by: Renderman on August 19, 2008, 04:31:19 pm
Yeah I know what you mean. My main problem is, I can't figure out for the life of me how Blender works. None of the tutorials make sense and I hate the way the program handles.

I found a website once telling how to write a Fluid simulation script, but my main weakness is, I'm not very mathmatical and I'm a bit lazy
Title: Re: Fluid Simulation
Post by: Tanzim on August 20, 2008, 09:43:21 am
OK, this is for everyone: forget (most of) the stuff I said previously about Blender.
Blender is easy to use, not as easy as Anim8or, but easy nonetheless, first I'd suggest reading the Wikibook, Blender Noob to Pro, then messing around a bit.
It'll be awhile until Anim8or gets physics so hang tight or use another program.

BTW: this maybe the Anim8or program but we shouldn't shun other programs, but we should tell it like it is.
Title: Re: Fluid Simulation
Post by: Darkjesture on September 20, 2008, 10:50:28 pm
Fluid simulation is not difficult to render think about a set of virtual springs that make up an object then apply gravity and you got a rubbery object now apply a set of rules to break up and round the models off and you got fluid and the formation of water dropplets. put it in a contained mesh and you got a pool of water. :)
Title: Re: Fluid Simulation
Post by: rufsketch1 on September 24, 2008, 05:17:29 pm
Fluid simulation is not difficult to render think about a set of virtual springs that make up an object then apply gravity and you got a rubbery object now apply a set of rules to break up and round the models off and you got fluid and the formation of water dropplets. put it in a contained mesh and you got a pool of water. :)

that would be the brute force method of doing it yes. 

i've actually figured out a series of useful optimization algorithms for fluid simulation.  however, this isn't very useful for anim8or until we have metaball support.  I guess you could fake it with particles though :\.
Title: Re: Fluid Simulation
Post by: Darkjesture on September 24, 2008, 09:00:57 pm
I can tell your from personall experience that it wouldnt necissaryily be faking it i made a softbody physics engine with just particles and ranom meshes pieced together to do all sorts of things. What kind of optimizations did you have in mind?
Title: Re: Fluid Simulation
Post by: rufsketch1 on September 26, 2008, 09:09:33 am
I can tell your from personall experience that it wouldnt necissaryily be faking it i made a softbody physics engine with just particles and ranom meshes pieced together to do all sorts of things. What kind of optimizations did you have in mind?


I never said you'd be faking it... I said you'd be brute forcing it.  brute forcing means you're not really taking a mathematically ideal approach to solving the problem.  you're just letting the computer crunch the raw numbers for each particle.

the optimizations include pre-emptive wave calculation (for surface of liquid), ignoring particles that are not likely to be affected (and further optimization of this through clumping groups of particles), and figuring out when or if (again making use of pre-emptive wave calculation for fluids already settled and clumping for fluids in motion) said particles will be affected.
Title: Re: Fluid Simulation
Post by: Darkjesture on September 27, 2008, 12:46:42 am
Oh. Sorry i was thinking of another forum when i was typing(dual windows :) )Can you tell me more about your optimizations (P.M) if you dont wanna post. yea thats definatly the brute force way. But could you explain your water simulation knowledge :) i wrote my own water engine and it was all particles and a mesh(lots of compution involved)