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Upcoming feature: multifluid interaction!

25

Farsthary writes:

I don’t know if it’s the same for you, but since the incredible inclusion of the Elbeem fluid simulator in Blender I track every release trying to make this simple set up: mixing realistically a red fluid with a blue one, sadly without success.

My ignorance about CFD (Computational Fluid Dynamics) at that time prevented me to know that for Euler based methods (array based, domain based) this is not straightfoward to implement multiple fluid interactions of fully different natures (different density,viscosity,elasticity,plasticity,materials,etc), so one of my initial targets when I started (and later joined Stephen) in the SPH fluid particles was to overcome that limitation since one of the strongest point of SPH methods is the ability to handle in a transparent way any kind of interactions and that will make a nice family of use cases different from the Elbeem fluid simulator.

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About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

25 Comments

  1. Ok, now THATS cool. Ive only just started playing with fluid sims and its already getting better and better!! Thankyou so much for your work on this project :D

  2. This is amazing work, I look forward to having a faster computer so I can play with features like this. My favourite of the three videos is the one that shows the partial mixing, because that's the one most like real oil/water interactions and the one that could generate the most colourful interactions if you worked at setting it up.

    Keep it up, this is superb.

  3. @Aden:

    The algorithm that Farsthary is developing is based on particle calculations. It would be in addition to rather than in place of the current fluid sim. Each method has some very distinct advantages over the other. So which one you would use would depend on what you are trying to do.

    @RNS

    There is no means to do that (yet) Farsthary hasn't written the code yet to take the particle based fluid data and translate that into a rendered output. What he's already done is the hard part though.

  4. Great effects, love the psuedo life video. What system will be used to generate a surface or volume? Will we be able to add a turbulent noise to vary the apparent size of the volume(as with smoke)?

  5. simply amazing.

    Progressive in just the right way!

    I've found myself wanting to do just this...and have found fun using cloth with a glass material instead...but this...THIS,

    is truly inspiring.

    Please, for the love of creation, keep this going.

    *bows in humble programming ignorance*

  6. Nice feature! But who will use it more than one time in his life??
    Thats the weakness in Blenders developement:
    More and more features which never will displace special software like Realflow (because of it's complexity)!
    On the other hand logical workflows and UI-doings are still missing in Blender.
    There are still two node system for texture and material, skulpt-brushes on the right loaded and on the left are the sculpt-parameter, no fbx-import and so on!!
    Please think about the very important things!

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