Realistic Smoke Coming to Blender?

Nils Thürey, who brought fluid simulation to Blender, has done it again! He's co-author of a paper titled 'Wavelet Turbulence for Fluid Simulation', an algorithm which creates stunning smoke effects. Even though the algorithm is not implemented in Blender yet, the code is already available. Check out their site for some stunning videos!

Abstract from the paper:

We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.

Ton Roosendaal comments:

"Best news is that the code has been released as gpl! Blender developer Daniel Genrich is very interested in looking at integrating it, not to mention I would love to see it as Durian vfx!"

Link:



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61 Responses to “Realistic Smoke Coming to Blender?”  

  1. 1 Owen Edit Link

    OMG OMG, will this code be available into blender 2.47 ?

  2. 2 MickyJimbo Edit Link

    Ok…..now im excited…

  3. 3 Tim Edit Link

    WOW

  4. 4 ROUBAL Edit Link

    Wow ! I hope that this feature will be included in Blender one day.

    Congratulations to the coders. This tool is really amazing !

  5. 5 Bart Edit Link

    @Owen: "will this code be available into blender 2.47 ?"

    Read carefully ;-) "Blender developer Daniel Genrich is very interested in looking at integrating it"

    It may take a while before you can actually use this.

  6. 6 chimericidol Edit Link

    I am also stunned!!! We own you so much Nils Thürey. Thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  7. 7 Owen Edit Link

    @Bart > Hmm…..I see :-|

  8. 8 Charlie Edit Link

    Don't forget that Farsthary is also working on smoke, see http://farsthary.wordpress.com

    Exciting times ahead… :)

  9. 9 guran Edit Link

    What is the difference between this and farsthary's True Volumetrics ( http://farsthary.wordpress.com )?

  10. 10 Pixelvore Edit Link

    Of course not. But what is showcased is really promising :)

  11. 11 Pixelvore Edit Link

    (this was a response to Owen)

  12. 12 Hugh Edit Link

    @Guran : Farsthary's volumetrics make it possible to fake smoke using textures, whereas this will actually simulate smoke the way fluids are simulated, in a very realistic way (which would probably be a lot slower…)

  13. 13 Ruddy Edit Link

    guran: Farshary's method is a "classic" one: quick et realistic fluid simulaiton like Maya's one, …this is perfect for little flames and smokes.
    It method enables realistic mid-sized flames and smoke with little cpu-power.. ..but still not sure about the original paper.
    But he is aware of this paper, simply he did the implementation in early august and Nils'paper code source was just published about a week ago…. Otherwise he would have already put the code inside blender..
    Daniel/Farshary could make a kick-ass team! ;)

  14. 14 Born Edit Link

    I haven't a clue as to what all the technical stuff means, but this sure sounds impressive!

  15. 15 Vassilios Boucer Edit Link

    WOW!
    Great !The video demostrations looks Amazing!
    ..better have both methodes integrated!
    (Farstharys Volumetrics (Smoke Fire) and this from this Amazing Paper)
    because farstharys Smoke looks little different …so we have more Inovation and artistic free making smoke and fire…with many different methodes….etc.!
    Yeah!

  16. 16 Ruddy Edit Link

    Farsthary will resume school (=daily internet connection) at the end of the month, so a branch should quickly be set up to optimize the volumetrics required for these effects.

  17. 17 PavelSiska Edit Link

    Great things going on. I love Blender Community, it's the most powerfull and most capable community in the world of internet. Go Blenderheads, GO!!! :)))

  18. 18 DingTo Edit Link

    Is it live or is it Blender?

    Damm man, this is really powerful and great. Keep on coding guys, please.

  19. 19 Ruddy Edit Link

    Hugh: no, Farsthary code is also based on fluid physic: it shares the first steps of the Nils' paper:
    1) fluid simulation based on Navier-Stokes equation (real fluid physics) on a coarse grid to consume little cpu-power
    2) extrapolation and smoothing on a higher definition grid to avoid grid artifact
    Nils: 3) information about energy density in the grid are used as basis to generate a detailled grid with vortices (vortices are here to dissipate the energy), the displacement of each vortex being given by the grid from 2)

    Hope this is a approximate resume

  20. 20 Satish 'ILuvBlender' Goda Edit Link

    Nice research… would be great if we can get this into Blender

  21. 21 randomnut Edit Link

    Neat!

  22. 22 samran Edit Link

    wow

  23. 23 yoyoyoy Edit Link

    amazing look! i´m asking myself if it would it lead to an advanced fluid-sim, too…actually, there seem to be a lot of problems with the obstacle-identification (slip-values and so on…) and the handling is more like trial-and-error then a controlled simulation…

  24. 24 Matt Edit Link

    Yay, I can't wait!

  25. 25 Toon Scheur Edit Link

    @yoyoyoy: +1

    I was thinking along the same line. It seems a no brainer to me that this would also be applicable for the regular fluid sim. So basically, your massive fluid sim wouldn't look like mud creeping along in the city streets, but brutal splashes everywhere. That was the main thing that was off in Ice Age 2 when the dam burst. The water looked like textured hair gel.

  26. 26 gord Edit Link

    you see, this is why i love open source software, it only takes one person out of all 6 billion of us on this little rock we call earth to think of doing something and voila, there it is.

  27. 27 Benjamin Bailey Edit Link

    great!

  28. 28 lexi Edit Link

    *dreaiming of candy floss*
    So it is possible to make something like ink pured in water, or a sediment transporting river floating into another river or ocean? Red and whithe Nile or the big Amazonas.

  29. 29 Toon Scheur Edit Link

    OMFG!! OMFG!!! Have you guys seen the latest changes on Farsthary site? This is the the best smoke simulation I have seen in Blender! Check out the soot/ smoke, I can almost smell the fuel burning.

  30. 30 kernond Edit Link

    Yeah, I hope they work together on this because Farsthary is a good ways down this road already. Great news!

  31. 31 Maurice Raybaud Edit Link

    This smells good indeed…
    I hope these improvements can be unified and interact with the rigid and softbodies of the physics engine!

  32. 32 gat Edit Link

    wow!!!! I am already thinking of all the things I be using it for lol YAM!

  33. 33 Brian Treacy Edit Link

    I wonder if the algorithm can be added to the current particles system. I think it would be really cool to have objects move about like smoke.

  34. 34 Ruddy Edit Link

    Hi Daniel/Nils/Farthary,

    as smoke requires volumetric, both smoke generation and smoke rendering should be as quick as possible,
    perhaps that you can take some points of this paper to optimize the smoke rendering:
    http://www.kunzhou.net/2008/smoke.pdf
    In this paper, the idea is to separate the smoke in 2 contributions through maths technics:
    * the low frequency smok = main one
    * the high frequency smoke = little variations due to vortices:
    Under certain lightning conditions, low frequencies can be realistically rendered in a less rigorous way, leading to great speed boost.
    This paper makes uses of a preprocessing step to separate the 2 kinds of smoke, but the smoke generated through Nils ' algorithm is by definition separated in the 2 contributions above, so this can achieve an overall algorithm (smoke generation + rendering) which is quicker!

    Thank for your contributions!:)

  35. 35 Sephiroth the Bimbo Master Edit Link

    OMG!!!

    I wolud like to see this code implemented in the blender 2.47 or Blender 2.5 for VFX in the Durian project

  36. 36 Rob Cozzens Edit Link

    Excellent news. Looking forward to seeing this in Blender.

  37. 37 claas Edit Link

    this is just sick madness ;)

    I hope it will make it into Blender soon !!!

  38. 38 DreadKnight Edit Link

    Tonight we dine in battle!

  39. 39 JBeale Edit Link

    This smoke is most impressive simulation I have seen yet- fantastic results.

  40. 40 GraphicsKid Edit Link

    Aww dammit! I just bought lightwave and the dynamite plugin because blender had none of this stuff! ($1200).

    Stuff from lightwave still looks better though (but I imagine that'll change real soon).

  41. 41 Tony Edit Link

    No pun intended but, holy smokes! This is so exciting it's giving me the hiccups.

    Definitely the timing of this and Farsthary's work couldn't be better during the run-up to Durian. Great things in store for Blender!

  42. 42 Tynach Edit Link

    GraphicsKid: You bought it? I downloaded the 30 day trial and a crack.

  43. 43 Tynach Edit Link

    He hasn't stated that he will develop this for Blender, but still, this is awesome nonetheless!

  44. 44 vidrazor Edit Link

    Looks pretty cool. Still, there's something weird about it, like those "ridges" in the plume shaft. Overall a little too water-ish. Nitpicking on research code, I know, but there's things that still need to be done here to get it to behave more like real smoke. Perhaps simply more nonlinear deflections. The "ridges" stick out in my mind, tho. Hopefully this will be worked out beautifully.

  45. 45 fredpyo Edit Link

    Amazing.

  46. 46 Howitzer Edit Link

    Tynach, I wouldn't talk about piracy here.

    GraphicsKid, you did good. By buying the software you have a legitimate right to use it. Those who like to break copyright to get stuff for free run the risk of being sued or worse.

    That said, I think this smoke thing is insanely awesome.

  47. 47 JoOngle Edit Link

    Awesome stuff
    *Waves hands in excitement*

    This was some stuff I really needed back when doing accident-simulations!

  48. 48 Bmud Edit Link

    Ohhhhhh so cool! that made me stay up way past my bed time.

  49. 49 David Shan Edit Link

    Damn… that's "smokin'" hot! Can't wait for it.

    Thanks, dudes!

  50. 50 carlinhos Edit Link

    great news!!

  51. 51 Tynach Edit Link

    Howitzer: I never used it, and I don't have it anymore. So, I'm safe. Actually, I never even really installed it either. Just used Blender.

    vidrazor: Are you referring to the videos, or the images? I know that I thought the same things, until I saw the videos, and watched a real cloud of smoke. Sometimes you don't realize how real something looks until you see the same effect in real life.

  52. 52 Eggyolk Edit Link

    Looks long way from finished, but hey. it's Nils. It'll improve. btw, can you make it light the evniroment to, >.> we really need that. I can continue my vertex copy based area lights, but it's not as good. or is lightcuts bringing that to us? nyway, it'd also make it a strong tool competing with FUMEFX and Afterburn. nice work on farthsays to. it's great for when you don't need a massive long calc fire effect, just a good candle or something.

  53. 53 Djfuego Edit Link

    Holy Smoke Batman!

    That is an incredible simulation algorithum.. It looks so real.

  54. 54 free_ality Edit Link

    I watched these vids just a couple weeks ago! Wow, it would be pretty amazing to see this in Blender, really smart stuff(haha, can you tell I'm not very algorithm savvy?).

  55. 55 ysvry Edit Link

    smoke is nice but i rather have caustics, I also see they still havent learned that ".MOV IS BAD " ;P

  56. 56 DramaKing Edit Link

    I never thought that fluid sims could be used for smoke. This is something that I could really use!

  57. 57 redbyte Edit Link

    I've got mixed feeling about those videos.

    At first my jaw dropped, my eyes were peeled to the screen and I started drooling.

    But then I got kinda sad, because I know sometimes new features like this never gets implented. Kinda like how a new cancer remedy hits news pages and then we never hear of it again.

    I guess you could argue that I should get off my arse and join the developing team to help out. And you'd be right there. So I'll shut up :P

  58. 58 Sergeant Oreo Edit Link

    I really am quite amazed at the intellect of programmers,
    especially the ones that work on Blender. They give us virtual
    tools with which to attempt to simulate and re-create the real world
    with more creativity.

    Thank you all Blender developers, especially Nils Thürey and Daniel Genrich!

  59. 59 Lars Edit Link

    It looks very nice… BUT!

    - The wavelet turbulence makes all the turbulence look the same.. no variation, just the same uniform turbulence look all over the simulation. I hope its very tweakable when/if implemented

    - It won't look good anyway without a decent volumetric rendering engine that handles shading and shadowing properly. (When is such a thing coming to blender?)

  60. 60 Charon Edit Link

    Can't stop watching it. Amazing!

  61. 61 Pedro Edit Link

    i m trying to compile the open source in my mac but i cant… can anyone help me?

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