Turbulence.4D Fluid Simulation Public Beta

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  04 April 2009
Turbulence.4D Fluid Simulation Public Beta 2 (update)

UPDATE: Public Beta 2 is here! See this post for more details.

Turbulence.4D is a fluid simulation and rendering plug-in for CINEMA 4D.
The simulation is based on the latest state-of-the-art methods in CG fluid simulation that produce some of the most realistic and natural results.
Here are some example animations:


http://jawset.com/gallery/t4d/sphere_smoke.mov


http://jawset.com/gallery/t4d/steam.mov

The plug-in is in an early beta stage, but has been quite usable for a while now.
If you're interested in testing it, i invite you to do that:
http://jawset.com/downloads.php
As of now, the plug-in is available for CINEMA 4D R11.
Builds for R10.5 and R10 will become available during the next couple of days.
Have a look at the README.txt file for further details on how to use the plug-in.

If you have specific questions, suggestions or problems, i've set up a forum for the Beta:
http://jawset.com/forum/viewforum.php?f=4

The roadmap for Turbulence.4D includes simulation of all kinds of gasesous phenomena (smoke, steam, fire, etc.) as well as liquids.
The focus is on quality and scalability, so that you can actually use high resolutions without simulation times becoming unrealistically high.

Enjoy!

UPDATE: The Mac OS X version is now also available at the link above.
UPDATE2: The 32Bit Windows version is now also available at the link above.
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Last edited by jascha : 12 December 2009 at 11:36 PM.
 
  04 April 2009
very exciting indeed! can't wait to try it out :rubs hands together with glee:
 
  04 April 2009
Excellent! i cannot wait to start playing with this nice tool. Thanks for sharing the beta in public, it's apperciated.

/ Magnus
 
  04 April 2009
wow, looks really cool
 
  04 April 2009
wow this is super cool! cant wait to mess around with it
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  04 April 2009
Very cool....wondering about the simulation speed.
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  04 April 2009
Looks very cool! At least some thing in c4d! Can't wait to test in on osX platform.
=D

EDIT:
btw, thanks alot for making it plublic beta at start.
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  04 April 2009
Nice. Can you point out how this differs from Phyfluids, or whatever that plugin is? or storm tracer for that matter? or even maya fluid fx?

and what types of render times are you looking at?

I'm on a mac so can't test this.

thanks!
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  04 April 2009
looks great!!!
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  04 April 2009
Very cool. It works with windows 7, pretty quick to.

Can't get a preview of the animation to work with wmp though.
 
  04 April 2009
The steam sample does not render or start to render, and the sphere sample crashes right away with a C++ Library error. No luck here....
Rainer
 
  04 April 2009
Awesome stuff!!

Will this work with deformed meshes, or at least PLA?
 
  04 April 2009
I can't sign up for the forum as the confirmation code picture won't load in firefox chrome or IE.
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Kai Pedersen
 
  04 April 2009
@tomglod:
The examples above where both simulated at ~2 MegaVoxels (like 114x137x133 for the sphere) at an average of ~10sec per frame on a Core2 Quad. Rendering times were about the same. While working on the scene, you would of course use way lower resolutions, that can be simulated at several frames per second.


@sketchbook:
It won't be long until the Mac port is done - it's next in line...

T4D differs mostly in the detail or quality of the simulation.
Most fluid tools use an old classic method that is easy to implement but dissipates away most of the interesting detail in the fluid. The lost detail is then added back in "artificially". So instead of the "natural" turbulence, swirls, etc. of the fluid, you get something that looks more procedural and ultimately unrealistic.
T4D uses methods from more "traditional" CFD applications (like engineering and weather forecast) that retain the detail in the first place. This is also known to be done by some in-house fluid tools that produced some of the fancy fluids in big-budget movies.
You can easily see that when you look at results from different tools side-by-side.

T4D also tries to do more for scalability. Running simulations at 4 MegaVoxels (like 256x128x128) or more should actually be practical. Of course, you'll still need high-end hardware to produce high quality results. However, simulation times for fluids are typically increasing very rapidly with increasing resolution. T4D flattens that curve somewhat.


@LemonNado:
Sorry for that bad first impression. Did you simulate before rendering? As of now, it will silently do at most nothing if the frame you are trying to render has not been simulated before.


@danb:
It will. Actually, i might already. Although you should probably still expect problems in that area.
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jascha
 
  04 April 2009
@LucentDreams: sorry, fixed it.
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