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Snow Simulation In Blender

10

Pietro writes:

This is a snow simulation that I've created. The main element for this simulation is the dynamic paint. This one, is the way in which the snow disappear. The description of the full process is a little bit long, however for this simulation I've used the particle system, the dynamic paint, the rigid body (snowball animation) and the collision... In this link you can see the full simulation!

10 Comments

  1. Just why Blender's Dynamic Paint isn't being utilized for more new tools, is beyond me. I mean, I can see all sorts of new tools using its technology as a base:

    • particle-based painting (similar to Substance Painter, which, funny enough, I described years back for Dynamic Paint, even before Substance Painter)

    • ready wet map creation (Dynamic Paint + animated texture baking)

    • animatable accumulative wet dynamic effects (such as water stains from rain, snow, sweat, etc., that can accumulate and dry at various rates)

    • animatable accumulative particle dynamic effects (such as what this video illustrates with snow ball accumulating into a snowball, but just done in a ready way)

    • truer fluid wave dynamics (utilizing Dynamic Paint + some vector displacement mapping added in Blender, which would allow for tidal waves that can roll over and crashing wave that can overlap one another, all in ways standard grayscale-based displacement cannot)

    And so on. Just a few examples off the top of my head, just to illustrate the sheer promise of this highly-unique but oft-forgotten feature.

    Other stuff comes first, I know, and dev ideas are easier said than done, but here's hoping someday, Dynamic Paint will see newer developments to expand upon what it currently offers. ;)

  2. was hoping to see that someone created a disney style particle snow sim plugin like they used in frozen. this is a nice cheap approach when you don't have a supercomputer though.

    • Hi, you dont need a supercomputer for doing such things like disney done. i5 with 12 gb RAM and 60GB Disk space for the simulation cache and a more dynamic/flexiable particle toolset. the simulation of disneys snow stuff is done in Houdini . But you can combine the power of blender and houdini. it will bring you a big step forward. the simulation of disney is done with a mix of VDB Volumens and Volume Ridgid Body Simulation. Sounds weird - no is not. All tools which you can have within the indie version of Houdini. Later you can export it to Blender and Render it with Cycles. Cheers.

      • You do rather need a supercomputer--or just a good computer farm--to do what Disney does, in terms of the scale at which they use it, the quality of the simulations, and the heavier rendering required.

        A home computer user might can emulate something somewhat close to the simulations used by Disney (at least, on a small scale). I agree with you that a similar effect can be achieved at home. For most private uses, it's probably enough.

        But things are different when it's required to be done on a massive scale. Disney spends much of their Hollywood budget and custom tools development time on this effort alone, for the purpose that it's not quite something your average computer can handle.

        Like what Disney did to achieve the snow effects in Frozen would cause the average consumer-level computer to commit circuit-cide. They do use methods available on the market, like Houdini, but the primary reason Houdini's of such high use is its adaptability to custom solutions towards large-scale production.

        If studios like Disney could get the same job done using cheaper methods and better time-saving pipelines, they most certainly would.

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