Thinkbox Stoke

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  03 March 2013
Originally Posted by davius: Bobo, enlighten me, does the name has anything to do with Navier-Stokes? Or is it just a coincidence? If yes, are you really using the special case equations (the volume is conserved = incompressible fluids) in Stokes? Solving Laplacians and stuff?


We needed a short, expressive word ("Frost" is our gold standard), and it had to be somewhat related to "Ember" http://en.wikipedia.org/wiki/Ember and to particles in some way.
"Stoke" came from http://dictionary.reference.com/browse/stoke?s=t which means "feeding the fire", in other words producing more embers

Stoke does have the option to take a velocity field and make it divergence-free so that it satisfies the Navier-Stokes equation. But the name was pure (and very lucky) coincidence
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Bobo
 
  03 March 2013
Originally Posted by Bobo: We needed a short, expressive word ("Frost" is our gold standard), and it had to be somewhat related to "Ember" http://en.wikipedia.org/wiki/Ember and to particles in some way.
"Stoke" came from http://dictionary.reference.com/browse/stoke?s=t which means "feeding the fire", in other words producing more embers

Stoke does have the option to take a velocity field and make it divergence-free so that it satisfies the Navier-Stokes equation. But the name was pure (and very lucky) coincidence


Is it filler or a solver?=)

Is it really does projection stage or adds particles and use some kind of curl-based (non-divergent) noise to drive them?
I mean is it some fluid solver inside or "add particles, interpolate motion from existent ones + a bit of curl noise" ?

Thanks.
 
  03 March 2013
It solves for incompressibility and non-divergence in a grid, so it's a bit of a solver as far as I know
 
  03 March 2013
^ Yes you can affect the velocity input with or without the solve. Bobo or Darcy would have to tell you exactly what the solver is though, IIRC it is loosely based upon their Flood/Surf line of tools.
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  03 March 2013
Can we do Particles collision with other objects?
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  03 March 2013
No, but you don't need to. You make your sim with collisions in PF or TP, then send this to Ember, where you can create lots more particles, with some fluid character.
 
  03 March 2013
Not exactly true!

I asked about this the other day, you can generate velocities off of normals of particles placed on an object to create a fake collision avoidance. I was curious because say you have this simulation that everyone love BUT you need to include a small collision or alter in some way with a piece of geo.

Hope Bobo doesn't mind me posting this (I will remove if so)
http://www.youtube.com/watch?featur...e&v=59RULFidW_Q
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  03 March 2013
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