Blender fluid sim importer released!!!

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Blender fluid sim importer released!!! // SDK, Plug-in & 3rd Party Area

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Post by Délé // Jan 2, 2009, 6:57am

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Ah, I see. You have to set the first one to "Final". I thought the first one was just to switch between geometry mode and preview mode and second one was quality of the display. So I had the first one set to "Preview" and second one set to "Final".

Yeah I saw that in your manual Froo, but I guess I thought "Render" meant like a traditional image render. I didn't realize you meant the files being saved. I was also following the sample workflow in which you only use preview and stress changing it back to PREVIEW. So I guess it just didn't click in my head to try changing it to Final.

So the first setting is the quality setting for display in Blender, and the second one is the quality setting for saving to file. Got it. ;)

Thanks for the clarification guys. :)

Post by frootee // Jan 2, 2009, 2:14pm

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Hey Dele... I guess I never covered the right side setting. DOH! Actually, I never looked at it come to think of it!

Post by frootee // Jan 3, 2009, 3:57am

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any comments/questions/concerns about this plugin folks? :)

Post by Emma // Jan 3, 2009, 9:07am

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any comments/questions/concerns about this plugin folks?


guess they will drop in slowly as working with fluids is a real slow process. Just an example. Constructed a shower water outlet and it did take a long time until I found out how to set params ( and besides I had to fight with some bugs in blender fluids and had to find a work around)

The problem here was that the inflow object is inside a hollow object. After hours of experimenting I rendered this sample with following settings:


Animation for 0-250 frames

Domain:

Resolution 305 ---> would be OK for large water fluid, but is to small for the tiny water drops as one can see

Starttime 0.0 - Endtime 0.3 IMPORTANT: means the animation of 250 frames produeces a slow motion as they are caclulated in a 0.3 secend time slice

Z gravity -97.70


Inflow:

InitShell

Z start force for fluid -20.26


Shower obstacle:

Init Volume


fluid pre rendertime 15 minutes with with mikepan version


VRay render time 10 PNG pictures per minute


Intel Q6600 Dual Core with 4GB RAM (modified as mikepan usggested)


Important here is that I used onl 0.3 seconds and at the moment I'm running the same animation again (0-250 frames), but for ten seconds ( Endtime = 10.0) This increases the fluid pre rendterime to 5 hours ! ! ! as this only changes in so far that now the ten minutes are sliced into 250 frames but still the physics have to be calculated for each microsecond or whatever smallest amount blender uses inernally.


Advantage is that blender works only with one core, so I can use the other one in the menatime to render below animation from another point of view.:D

Post by frootee // Jan 3, 2009, 2:12pm

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that's cool Emma Thanks.
I was experimenting with Shelled obstacles as well, kinda similar to that, before.
A snapshot of the result is somewhere in the forums here. :)

I'd like to see if we can turn off an Inflow fluid at a certain time, but let the fluid that is in the scene, continue it's trajectory. In other words,

Think of a water fountain. When you walk up to it, water is not flowing.
To take a drink, you turn the knob. Water starts flowing.
When you're done, you turn off the knob.
The water shuts off, but the last blobs of water continue out of the faucet,
going into the drain.

At present, when I stop the water simulation, it stops 'in process', which looks funny.

Post by Emma // Jan 3, 2009, 2:39pm

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OK, here now the same param settings as above

:)

- except ==> time frame is now start 0.000 - end 10.000 means ten seconds


Of course the animation is not 10 seconds long, why:confused: well the animation is rendered with 30 frames per second, and the last frame number we set was 250 so makes something like 8 seconds and a little bit.


The video shows that the fluid is now more "jumping around" as it would normaly look when you pour something into a glass.


It also can be seen that the fluid in the video is not as smooth as ith should be, the reason is that I just wanted a fast run to see the effects in sum and therefor set the resolution quite low, also no SDS or subdividing.


The picture now shows what it looks like if you rise up the necessary params:)


By the way, ;)in case you don't already know, in the lower left part of blender you find the "Display Current Frame of animation", when you click on it you can run through the baked animation stepwise. You can also use left/right arrow key after first click on that button. :D this way you can find á single view that looks best for rendereing after what you wanted. Then you just havve to load the ......RSobj which were generated after you hit the "Select files for import" buttin on frootees plugin.

Post by frootee // Jan 3, 2009, 2:54pm

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that looks pretty cool Emma.

Say, is this rendered in VRay? I like the refraction action there. :)

Post by transient // Jan 3, 2009, 3:06pm

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I'd like to see if we can turn off an Inflow fluid at a certain time, but let the fluid that is in the scene, continue it's trajectory.


I think you can do this using ipo's. I'm finishing a couple of things today (hopefully). Once they're done I'll see if I can figure it out.

Post by Emma // Jan 4, 2009, 12:03am

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is this rendered in VRay


Yes of course, this is what it is all about, working with trueSpace, only using external tools as long as they are not implemented in trueSpace itself :D;):D and even give "externals" the SDK as a creative development tool to connect different worlds. Personally I'm glad that you put months of successfull development in this plugin, don't think that I would have had that patience.


Renderings so far are without GI, I expect that it will be possible to improve some scenerys quite a bit by using that too, but will wait until I have one that's worth the longer rendering times, still have lots of ideas :)but only limited time a day:(.

Post by transient // Jan 4, 2009, 3:36am

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Some nice work so far, Emma. :)

These posts are very helpful, it's going to take a while to get the settings right for many things to work properly.....


This is an experiment with HDR in vray.

Post by Emma // Jan 4, 2009, 6:47am

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:Dnow this one drop is just falling


Wanna see what that looks like ;) just wait:D

.....to be continued.... render frame...render frame...render frame.......

Post by frootee // Jan 4, 2009, 7:24am

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I need to find a way to convert AVI to WMV. Adobe Premiere won't write to WMV. I have a pretty cool animation and am kinda tired of saving to RAR.

Post by frootee // Jan 4, 2009, 7:59am

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Here we go. I can use Windows Movie Maker. :)

This needs some work. As the script/plugin is now, I ought to be able to
keyframe the fountains and have the flow follow. If not I'll see if I can rework it.

EDIT:

Note the shadows cast by the fluids. Sweet!

I have to rebuild this scene due to a power outage; I reloaded the scene, but nothing is in there. Garh

Post by Ospreyluvr // Jan 4, 2009, 8:04am

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Which version of Adobe Premier are you using? I am using 4.0, and it allows me to export as a WMV. Also, how long will it be $15?

Post by frootee // Jan 4, 2009, 8:12am

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Hi ospreyluvr.

I am using 6.5; maybe I'm not digging deep enough.


It will be on sale for $15.99 for a few weeks. :)

Post by Steinie // Jan 4, 2009, 8:38am

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File/Export Timeline/Advanced Windows Media...

to save as WMV

Post by frootee // Jan 4, 2009, 8:43am

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hehe Oh. So that's what that means. Duh!


Thanks Steinie! :banana:

Post by frootee // Jan 4, 2009, 9:45am

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Yes, I can keyframe the motion of the fluid node. The animation follows the path of the node. Nice.

Post by Emma // Jan 5, 2009, 10:32am

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...render....render....finished:banana:


OK, here now a drop falling


- start 0.000 - end 0.400

- subdivision = 2

- smoothing = 1.2

- 250 frames


the drop object is defined as fluid (not as inflow), in opposition to inflow you only hae once the volume of the object as fluid. This shows quite well I think how detailed you can view fluid in slow motion. All rendering done with VRay / GO on / HDR image . Notice the greasy look of the HDRI image, that was intended by me as this reflects in each drop and otherwise you would have only seen standard smooth surface on each waterdrop .

Post by frootee // Jan 5, 2009, 10:45am

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hehe very nice Emma. Looks like someone dropped their Jello! :D

Post by Burnart // Jan 5, 2009, 11:43am

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Is the Blender fluid sim built into the core program or do you need to download some extra python scripts or plugin from somewhere?

Post by frootee // Jan 5, 2009, 11:57am

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Hi Burnart. The Blender Fluid Simulator is built into the core Blender application.


Everything else you need for this to work with trueSpace is included in the Fluids Package:


http://truesourceshop.com/agoracart55/agora.cgi?cart_id=1130607.29402&p_id=00026&product=Plugins&xm=on&ppinc=search2


The package includes the plugin (rsx file)


The domain_exporter.py script, which is used for exporting the domain transform data. Installation and use is covered in detail in the User Manual.


The Scene Fluid Controller.RsObj node, for manipulating the generated fluids in truespace


A sample, complete scene file which includes the scene fluid controller, and sample objects which participate in the fluid simulation


A very detailed User Manual, in PDF format


sample mesh data set, optional download


Plus, tech support available via the forums here, or email/PM. There are also some testers here on the forums who've helped me tremendously in getting this package in tip top shape who can also help.

Post by Burnart // Jan 5, 2009, 12:25pm

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Thanks for the info frootee.

Post by roman // Jan 5, 2009, 1:25pm

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Total Posts: 320
Very nice videos. Glad to see this kind of thing hapening.

Post by mrbones // Jan 5, 2009, 1:29pm

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Is there a possiibility of physical simulation or collision of fluids with bones?

For example could bones float on top of water?

Post by frootee // Jan 5, 2009, 1:30pm

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Thanks Roman! :banana:

I hope everyone enjoys using the plugin as the testers have. They're doing some really nice work with this. :)

Post by Emma // Jan 5, 2009, 2:02pm

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just another example what to think about. Rerenderd the last video, buut this time I put the container away which would catht the drop and therefore hides parts of it. This is an interesting effect, because you can construct something where the fluid runs through. When finally rendering the baked frames inside truspacewith the plugin, you simply delete the object, while the fluid will keep its form and behavior at the baking process

Anyone there who can model a guy, drinking a beer, and after baking delete the guy and render how the beer flows through the body:D

Post by frootee // Jan 5, 2009, 2:15pm

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hehe very nice Emma. :)


Ever see those Bugs Bunny cartoons where the character thinks they dodge a bunch of bullets (but they don't), then take a drink and all the fluid runs out the holes? That would look Funny! And it Can be done with the blender fluid sim plugin and truespace.


Another is a character melting into a pool, or crystallizing from a pool (play the 'melt' in reverse by selecting the Toggle Reverse for Selected Fluid button on the panel). Note: this can also be done, I think, within blender, by selecting the Reverse checkbox. It re-orders the fluid mesh file names in reverse. But I left that out of the docuementation to avoid confusion. :p

Post by frootee // Jan 5, 2009, 2:47pm

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trying out the new signature.

The link to purchase the fluid sim plugin is in my signature, below. :D

Post by Steinie // Jan 5, 2009, 2:49pm

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Total Posts: 3667
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You need a cool logo for your trueSpace fluid plugin.
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