November 3, 2011

Surface Polygonizer v0.1a patch

Filed under: Uncategorized — chickencoop @ 12:11 am

Hi

Its been a long time since my last post, but i can finaly release what we (Raul, and myself) have been working on. The particle surface polygonizer v0.1a

A lot of time has gone into refining this code. So take a look and help us remove further bugs.

As my development environment is windows 32, you may find that the patch doesn’t work at this stage for linux or osx or maybe even 64 bit Windows but hopefully that will be fixed with the help of the blender community

It builds ok for me on Win7 MSVC express, using CMAKE with the following flags off WITH_BUILDINFO, WITH_IMAGE_OPENEXR and WITH_GAMEENGINE

This should be patched against revision 41360,

 

Features

  • Single core/Domain free implementation
  • caching/baking for 3d view replay
  • Motion plotting for stretching the points based on velocity vectors of the particle.
  • 3 distance field functions to choose from
  • Surface addition/subtraction from a particle second surface

 

If someone wants to provide builds that would be great.

polygonize_v1a_r41360_2

I’ll try to update this patch regularly
I’ll also try to post up a guide/tutorial soon

Please contact me with feedback/bug reports

Steve

DISCLAIMER: It is hoped this surface polygonizer will be useful, but is provided  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE

July 1, 2011

particle surface

Filed under: Uncategorized — chickencoop @ 5:56 am

November 6, 2009

Collaboration

Filed under: Uncategorized — chickencoop @ 7:52 pm

An update Farsthary has been working on his own implementation of a SPH. Rather than double up. We have decided to collaborate together with the intention of aiming to get one solid result, which hopefully we can send to jahka for review.

So to keep up to date on developments, you can either visit this blog or farsthary at his blog,

Tom: It seems to be handling around 5000 particles really well, on my system, but thats incomplete code without a surface, and according to the paper the surface takes about 10%-60% of computation time. But with the particle cache system that blender now has, baking the particles will allow for a lot more. (system dependent of course.). We are unsure yet as to what controls over the fluid you will have, Hopefully a lot.

Willem: I would probably say no, you can see from the original developers video, what uses this fluid can have , and generally its limitations the link is Link.

Cheers chickencoop

October 29, 2009

Another video

Filed under: Uncategorized — chickencoop @ 6:37 am

October 23, 2009

Getting closer

Filed under: Uncategorized — chickencoop @ 2:36 am

October 21, 2009

Particle-based Viscoelastic Fluid Simulation

Filed under: Uncategorized — chickencoop @ 5:58 am

Ive taken my first serious steps into the code of blender.

I found an article on Particle-based Viscoelastic Fluid Simulation Link

And thought id attempt to code it, How far I manage to get Im not sure but with lots of help from jahka, I am slowly working my way through the paper.

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