Collaboration
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
I love the idea of having a feature like this in blender. A flexible tool for fast fluid animations and fast collisions with moving obstacles. also the ability of calculating domain independent.
Will this feature be somewhat similar to NParticles of Maya or the realtime fluid simulations of NIVIDAs CUDA technology (http://www.youtube.com/watch?v=ok8ThRR-59Q)? I am just all excited about this “idea” and patch that I just can’t stop asking questions. I wish I knew all about it
Anyway, I hope it’s fun for you guys and hope it’s going to be a successfull project.
manuel
nevermind. i just looked into the video and the accompanying paper.
hello, any news about the project? I am very curious:)
No news yet, We are still working on it.