Particle Cache and (Almost) Real-time Volume Rendering


#101

Maya PDC command simply does not update the field as expected. I have worked out Field Cache as a solution. So those vortex will end up in same places each playback. Here is the showoff:

http://www.youtube.com/watch?v=zhu5B69sUEM

During first 3 playback, flow changes a lot. After saving Field Cache, it does not change, because using the same (velocity) field read back. Of course position of individual particles varies slightly.

Field Cache does not allow jumping to arbitrary frame like PDC does. So it is not a replacement. Particle Cache will do that. I will capture another video about that.

zFluid Pro is also ready now. Anyone want to have a pre-release test? Please contact me via

zhangmdev@gmail.com


#102

http://www.youtube.com/watch?v=h8W9lEgXT7k

Video about saving and loading particle cache. That setup already reused existing Particle Cache. What created after load back is not particle, it is a custom locator showing the data.

Next will be example rendering the cache in 3delight.


#103

Everything seems working now. Did some surreal test today. Uploading a video about how to setup rendering now. Going to render animation at higher resolution to see how it moved.


#104

Amazing. How many particles in total are you simulating and rendering?


#105

It is from a 150 frame run, about 1.2 million particles simulated at the end. Particle Cache saved in 6 passes. So there are maximum over 7 million points. Of course at the middle there are less.

http://www.youtube.com/watch?v=SNUoS4AyGnw

That is the video I captured about how to setup the render. You can see how easy it is!

This is the final stop. I am working on the doc and demo animation. zFluid Pro is ready for business now.


#106

http://www.youtube.com/watch?v=VawnwbKBog8

this is the rendered animation in HD.


#107

Amazing fidelity! Just beautiful. Great work. Curious to see the price and what other applications this could be used for, and if I ever have a need for crazy wispiness like this… Wow! Can your particle cache be used to add detail to a nParticle SPH sim? Or is it strictly through your gpu fluid solver? Or are there future plans for such a thing, I’m sure collisions are a completely different story, but just curious.

Congratulations


#108

This is good to simulate tiny particles floating in current, i.e. smoke in air, and ink in water. Splashing water droplets is not good for this i am afraid.

I have no follow-on plan so far, all depends on how this turns out to be. I am not an artist, but I am sure people can dig out a lot interesting stuff with such a tool.

More info:

[http://cid-a6597afda81373ba.spaces.live.com/blog/cns!A6597AFDA81373BA!1094.entry](http://cid-a6597afda81373ba.spaces.live.com/blog/cns%21A6597AFDA81373BA%211094.entry)

#109

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