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Fluids and Mesh, great combination!
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Fluids and Mesh, great combination! // Roundtable
Post by ivampretti // Oct 2, 2008, 3:49pm
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ivampretti
Total Posts: 151
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I developed a way to simulate fluids in a specific form using procedural mesh generation. I Created a mesh cilinder used in the flow, and a mesh plane used to generate waves. The possibilities are very BIG! here I'm posting the my last work's result! The video took about 13 minutes to render in model side with Lightworks. I think is fast!
This simulation is only mathematics! Have no phisical calculation. But, have a very cool looking don't you agree? At Least is better than nothing in the Truespace!
I'm studing a way to use phisics to calculate the fluids motion, but the process is very complicated! But I think that I can make it! I'm a half mechanical engeneering :D:p |
Post by frootee // Oct 2, 2008, 3:53pm
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frootee
Total Posts: 2667
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Hey that's really cool ivampretti!
I'm looking forward to seeing how this one develops. :)
How'd you generate the procedural mesh? |
Post by RichLevy // Oct 2, 2008, 3:58pm
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RichLevy
Total Posts: 1140
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Very cool!
Nice work.
Rich |
Post by transient // Oct 2, 2008, 4:00pm
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transient
Total Posts: 977
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This also looks like it has potential for a general particle system stuff like smoke.
A general ripple modifier like the one on the fluid mesh would be great, too. There's a plug-in for 6.6 called wave generator which was nice, but I could only find the demo.
Nice work.:) |
Post by ivampretti // Oct 2, 2008, 4:18pm
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ivampretti
Total Posts: 151
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I used the cone mesh object to study! Using the System.CreateDO("Space 3D Package/Vertex Stream Data") You generate the vertices position, each vertice is a number! Then you use a System.CreateDO("Space 3D Package/Triangle Vertices Stream Data") to generate the Triangle faces, each face is a number and each vertice (i,j and k) of the face you put the number of the point that you defined the position before. After all vertices and faces defined, you attach to a System.CreateDO('Space 3D Package/Mesh Data'). That is the general explanation, there is more details, is a little bit complicated.
yeah transient, it has potencial to do smoke, water, sand, mud, snow... I'm working in these possibilities! I'm studing mechanical and dynamical of fluids a LOT to achieve this! |
Post by jayr // Oct 2, 2008, 11:34pm
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jayr
Total Posts: 1074
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wow, that's really cool ivampretti, lots of potential to expand too. |
Post by clintonman // Oct 4, 2008, 12:10pm
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clintonman
Total Posts: 304
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I like it!:) |
Post by robert // Oct 4, 2008, 1:42pm
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robert
Total Posts: 609
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Reminds me of the DynaWave plugin for model side.
Nice work!!:banana: |
Post by Norm // Oct 6, 2008, 5:13am
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Norm
Total Posts: 862
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Really nice. How does it look in WorkSpace side?
Time for a ts-kegger! |
Post by ivampretti // Oct 6, 2008, 4:56pm
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ivampretti
Total Posts: 151
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I did not worked on the texturing for WS, because my interest is to offline rendering! But I think that, with a extraordinary graphic card, you can real time render well in WS. I have a geforce 8600 and it stay jumping... |
Post by Jack Edwards // Oct 6, 2008, 10:32pm
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Jack Edwards
Total Posts: 4062
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This is really cool! :banana: |
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