POV-Ray : Newsgroups : povray.binaries.images : Blender Fluid Simulation Server Time
29 Dec 2024 15:24:53 EST (-0500)
  Blender Fluid Simulation (Message 1 to 6 of 6)  
From: Stephen
Subject: Blender Fluid Simulation
Date: 23 Feb 2017 05:09:09
Message: <58aeb4c5@news.povray.org>
Inspired by Kirk’s and Thomas’s work in the thread “Tracing the path of 
streams”
I thought I would see what I could do using Blender.
Conclusion: The fluid simulation is too course to be useful for what 
they are doing.
I post one of the images from the animation. Using the PovRay Exporter 
this took 7 minutes to export and 4 minutes to render in Pov 3.7


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Blender Fluid Simulation
Date: 23 Feb 2017 07:11:47
Message: <58aed183$1@news.povray.org>
On 23-2-2017 11:09, Stephen wrote:
> Inspired by Kirk’s and Thomas’s work in the thread “Tracing the path of
> streams”
> I thought I would see what I could do using Blender.
> Conclusion: The fluid simulation is too course to be useful for what
> they are doing.
> I post one of the images from the animation. Using the PovRay Exporter
> this took 7 minutes to export and 4 minutes to render in Pov 3.7
>
>
Could it be a problem of scale? or is the simulation's focus too wide to 
be useful?

-- 
Thomas


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From: Jim Holsenback
Subject: Re: Blender Fluid Simulation
Date: 23 Feb 2017 07:35:04
Message: <58aed6f8$1@news.povray.org>
On 2/23/2017 5:09 AM, Stephen wrote:
> Inspired by Kirk’s and Thomas’s work in the thread “Tracing the path of
> streams”
> I thought I would see what I could do using Blender.
> Conclusion: The fluid simulation is too course to be useful for what
> they are doing.
> I post one of the images from the animation. Using the PovRay Exporter
> this took 7 minutes to export and 4 minutes to render in Pov 3.7
>
>
i've played with physics engine and cloth simulation they both seem to 
do better with a higher face count ... what do your terrain and water 
meshes look like?


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From: Stephen
Subject: Re: Blender Fluid Simulation
Date: 23 Feb 2017 09:18:50
Message: <58aeef4a@news.povray.org>
On 2/23/2017 12:34 PM, Jim Holsenback wrote:
> On 2/23/2017 5:09 AM, Stephen wrote:
>> Inspired by Kirk’s and Thomas’s work in the thread “Tracing the path of
>> streams”
>> I thought I would see what I could do using Blender.
>> Conclusion: The fluid simulation is too course to be useful for what
>> they are doing.
>> I post one of the images from the animation. Using the PovRay Exporter
>> this took 7 minutes to export and 4 minutes to render in Pov 3.7
>>
>>
> i've played with physics engine and cloth simulation they both seem to
> do better with a higher face count ... what do your terrain and water
> meshes look like?

My understanding could be wrong on this as it is the first fluid 
simulation I have done. No filling a glass with water for me. ;)
Initially the water mesh (domain) is a six faced cube. I have left the 
grid levels at automatic, whatever that means. The resolution 
(granularity) in that sim is 350 and the real world size is 0.5 metres. 
I think all these things add up to the make water mesh.
If there is a way to change the collision margin I can't see how. Unlike 
the rigid body and cloth.

The terrain is a mess of a mesh. Again my first attempt using the 
sculpture tool. It needs to be simpler and have better defined water 
channels.

Thanks for asking as writing this reply has clarified things in my mind 
and has given me a plan B.
The first thing to do is create a new terrain with channels for the 
water to flow in. Then fill them in the first part of the simulation 
followed up by balancing the inflow and outflow.
All that shouldn't be too hard for someone starting out.
Don't ya think? ;-)

-- 

Regards
     Stephen


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From: Jim Holsenback
Subject: Re: Blender Fluid Simulation
Date: 24 Feb 2017 07:08:01
Message: <58b02221$1@news.povray.org>
On 2/23/2017 9:18 AM, Stephen wrote:
> All that shouldn't be too hard for someone starting out.
> Don't ya think? ;-)

well you've made a pretty good first pass i'd say ... for me while i was 
figuring out the physics stuff i watched more than several tutorials on 
the tube. they were most helpful with learning what each of the controls 
settings did. lol who said you can't teach an old dog new tricks ;-)


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From: Stephen
Subject: Re: Blender Fluid Simulation
Date: 24 Feb 2017 08:07:21
Message: <58b03009@news.povray.org>
On 2/24/2017 12:07 PM, Jim Holsenback wrote:
> On 2/23/2017 9:18 AM, Stephen wrote:
>> All that shouldn't be too hard for someone starting out.
>> Don't ya think? ;-)
>
> well you've made a pretty good first pass i'd say ... for me while i was
> figuring out the physics stuff i watched more than several tutorials on
> the tube. they were most helpful with learning what each of the controls
> settings did. lol who said you can't teach an old dog new tricks ;-)
>

Thanks, although I do have a bit of experience with Poser Physics and 
the Cloth Room. So I have the basic concept.
Of course you can teach an old dog*. It might be a bit slower but we get 
there. :)

There are a lot of good video tutorials on You Tube. I seem to watch 
them frame by frame trying to follow what the screen is displaying.
I must redo the one I made.


* Might even be a salty dog. ;)

-- 

Regards
     Stephen


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