Showing posts with label Dynamics. Show all posts
Showing posts with label Dynamics. Show all posts

Friday, June 22, 2012

Fire and Water interaction ( Evaporation, Condensation etc )

This is one project I did some time back before running off to a splendid holiday with family.

These are few tests where Fire and Water simulations interact with each
other simultaneously .i.e both these elements are simulated together at the same time
in a single setup (which uses a bunch of microsolvers to move/communicate/manipulate the data around).

In the following video we have fire heating up the water and churning it up as well
as water evaporating at the boiling point.


Boiling Water from bhavesh pandey on Vimeo.

In the video below we have, fire inside a fictitious cold container (sounds ridiculous, I know)
which causes condensation as well as evaporation of water which gets heated beyond the boiling point (as can be seen in the form of smoke trailing behind the heated water).





This is quite interesting, since the usual approach is to simulate these elements separately and then stitch them together after the fact.
I have a few other tests and would be updating on this soon (hopefully....)

Cheers....

Thursday, September 10, 2009

ShaTTeRED!!..!!

I have been experimenting quite a bit with DOPs for now and yet I had not tasted the joy of Fracturing and shattering objects!
Thats indeed a shame!
Fortunately I dont really have to bear it any longer :D
Here's my first attempt at shattering and fracturing objects in DOPs.
I just wanted to give it some whacky texture so did a stupid graffiti in PS and used it as the texture..

PS: I screwed up big time by not applying the UVs before piping the Geometry to DOPs for sim....so the texture was swimming off the surface of the geometry..(I had also cached out the SIM)
The moral of the story is: apply UVs before deforming/destroying Geometry..



PS(PS:): and if you screwed up just like me....praise the Point/Vertex Sops!!
copy your geometry node (or the file node if you cached out the SIM..) and lock it so that it does not change..apply UVs to it (I used groups so apply different UVs and Material as I wanted)..now lay down a point/vertex SOP (if you have UVs on points then Point SOP...if they are on the Vertices then a Vertex SOP) use it to transfer the UVS from the locked (non moving/deforming) geometry to the Simulated one..


PS[PS(PS:)] : I have also started some experimentation with VEX and VOPs and HOT!! (Houdini Ocean Toolkit)..I must say I have been fracturing my Brain (or whatever is left of it) and I have been doing ok and sometimes good.
Speaking of it..I guess I could express my performance as:

fit01(rand($PROJECT), 0.75, 0.85).....LOL
see ya!

Monday, August 31, 2009

ODE Solver..and some fun! (ode to ODE Solver!)

this is flipbooked sequence of a Rigid Body Simulation with in Houdini using the ODE Solver..
Actually this is more of a Hybrid..using POPs, VOP POPs, SOPs, and DOPs in Houdini..
There were 2 DOP simulations used for different purposes..
The Particles were also Advected to get a specific movement.
Main intention behind this was simply my NEED to work with the ODE Solver. ODE is mainly used for Dynamics in gaming and cant work with complex geometry..So I made up a Truck (sort of :P ) using simple primitives and used that for the Dynamics..
Though ODE Solvers are much faster than Houdini's RBDs, there's a lot of difference between the accuracy and the ability to handle Complex Geometry within a simulation.
SESI implementing ODE in Houdini is awesome! Now we have a choice in case we want just a Pre-Vis or if we are working with simple Geometry types.
The simulation for DOPs took no more than 4-5 seconds per frame..(sometimes lower than this)
POPs and VOP POPs was almost realtime..

Specs:
500 different RBDs simulated together.
DOPs Sim time: 4-5 secs per frame. (max..sometimes lower than this)

which is amazingly fast considering my system configs:
2GB RAM,
intel core 2duo, 2.1GHz, 32 bit, WinXP