Ian McGlasham makes some pretty cool fluid animations in Blender.
And okay, the next one is not a fluid animation but I'll include it anyway :)
Ian McGlasham makes some pretty cool fluid animations in Blender.
And okay, the next one is not a fluid animation but I'll include it anyway :)
24 Comments
fantastic. great looking.
They look so clean, how long it took to render?
These do look cool but unrealistic. I do not know much about the fluid simulator in blender but from all the demo's I've seen, it looks like it lacks a surface tension property. I would love to see a clip where someone pours a real glass of water and also models a fluid simulation of it and render the two side by side.
If you look at it closely, you realize the scale of the surface is very large while key scale indicators seem to be left out so you are left assuming these are glass sized cubes when the water behavior looks to be set to a larger setting. Ultimately, though these renderings are art and perfect realism may take so long as to not be worth the effort when it looks good enough for the untrained eye.
Liquify - 3000 samples - 110 hours.
Alice - 2000 samples - 100 hours.
Liquid Cubes - 1000 samples - 73 hours.
Cloth Cubes - 1000 samples - 31 hours.
Rendered on an ageing (8 years old!) i7 920 with 12 GB of ram
using an overclocked (by 14%) GTX580 with 1 GB ram.
The increased samples for "Liquify" and "Alice" were because of the render node set up to approximate absorption which created a little extra noise when rendered with caustics.
Having learned a little more about cycles since creating these renders I am confident these render times could be reduced significantly with acceptable quality differences.
Nice work! These animations can be inspirations for animated logos.
Very cool sims Ian.
I'm also curious about times and specs.
Thanks for the comments but the animations are more a testament to blenders power than my skill. They all consist of fairly simple procedures:
1. A little bit of design (maybe an hour)
2. Creating and setting up a few simple objects in blender (another hour or so)
3. Leave the machine for a day or two while blender calculates the good bits for you.
4. Setting up some fairly simple textures, lighting and camera moves (an hour or two)
5. Leave the machine for another few days while cycles renders.
6. Gather the rendered files together in the compositor and adjust a few simple colour settings (20 minutes)
I can create tutorials for them if anyone wants! (although I would largely just be revisiting ground covered in excellent detail by Andrew Price and Blender Cookie)
A liquify tutorial or walkthrough would be interesting.
That would be awesome! Great work mate!
really nice stuff . so many advancements , so little time . great work !!
There is a tutorial up at http://www.blenderinmotion.com
I'm curious how he got the cubes in the last video to line up perfectly after they quit bouncing.
Wondering the same..
It's a very simple process but strangely difficult to explain!! I'll post a walkthrough of the process in a day or two.
a Vimeo user, cmomoney, has (today) created an amazing script to automate the process of converting each frame of an object animated with blender physics to a single, shape keyed object.
This allows you to control the position, scale, rotation (anything really!) of things like cloth, rigid bodies and softbodies, so we will produce a tutorial to recreate the bouncing cubes using this new script.
Ian,
Nice work. I just started messing with the fluid simulator myself. I'd be interested in your settings for the "liquify" file. For example:
How many blender units does the geometry span?
Domain resolution?
How much smoothing?
How many subdivisions?
Did your fluid penetrate the obstacle (if any) with such high resolution?
I'll put the blend file somewhere. Where is the best place?
I'd recommend the popular http://www.blendswap.com
Thanks Modin.
I have uploaded the Liquify blend file to blendswap.
Thank you Ian.
We have Google summer-code this year, are we getting any updates on our fluid simulator ?.
Siggraph for the last few years have shown us some really great simulations on GPU's it would be nice to improve blenders simulator.
Even the latest terga mobile chips have done some impressive fluid simulations.
Would be awesome to be able to do fluid sim on the GPU.
Speaking of render times, does anyone know what it would take to make blender run on a parallel computer? Considering this: http://tinyurl.com/cujbkb8
I think you can bypass the whole CPU/GPU thing and really start speeding things up.