General Category > ASL Scripts
Fluid Simulation
Tanzim:
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.
Darkjesture:
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. :)
rufsketch1:
--- Quote from: Darkjesture on September 20, 2008, 06:50:28 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. :)
--- End quote ---
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 :\.
Darkjesture:
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?
rufsketch1:
--- Quote from: Darkjesture on September 24, 2008, 05:00:57 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?
--- End quote ---
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.
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