If you don`t want to wait for the implementation of the Wavelet Turbulence for Fluid Simulation algorithm, a developer is already working on something similar.
Do you remember Farsthary? The developer responsible for the True Volumetrics, is working on realistic smoke simulation for Blender, there are some cool footage to check out.
Here is an example of what he is doing:
To know more about his Realistc Smoke, visit this link.
14 Comments
that's interesting.. is it possible to increase the resolution for better results?
I assume it'll be similar to the liquid fluid sim stuff already implemented, so yeah possible to increase the res as far as your hardware will allow :D
Really looking forwards to any fluid gaseous simulation stuff, I'll be giving all my characters nice big cigars!
@Allan Brito - sorry to nitpick, but: should be "Farsthary" :)
You are right squizz.
Post updated, thanks. :)
Amazing Raul, you are the man!
Smokey! Yeah, this is most awesome :). Keep up the great work!
Fantastic, this is something I will want next year, and I thought I was going to have to buy software to do it! Blender developers to the rescue!
Wow, that looks awesome!
In a lot of ways, this method looks better than the other wavelet one. This looks good for small fires. The other one looks like it fits better with huge mushroom clouds and stuff.
I kinda like the Wavelet stuff more. It was more detailed.
But as some have already mentioned, maybe that's because this guy isn't using the maximum smoke resolution.
Is it possible to texture it to add in a little fake detail?
go Farthsay! Many thanks for the hard work.
wow... that's nuts! as if the current fluid sim stuff isn't good enough already! lol! wow, go farthsay and rock on.
Thanks to all one more time!
Yes, you could increase the resolution to any size you want (if your ram and HDD space allows it)
I still need to implement a compressor for the baked simulation. The sims you saw where made in grids of 32x32x32 and 64x64x64 of course the bigger the grid , the better the cuality and bigger simulation times (render times are independent of grid resolution)
But in theory with a good cuad core and 4 GB of ram you could do astonishing big scale simulations
(I have not the hardware to do that ;) )
Im also plan to implement teqniques to reduec memory comsumptions