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[Feature Request/Workflow] How to/is it possible to use spray particles with the build in smoke/particle sim?

Open TripleDots opened this issue 7 years ago • 3 comments
trafficstars

What am I trying to create?

https://www.youtube.com/watch?v=GJLSCylb5qQ

Why do I need the particle/smoke sim?

To simulate very small particles which are too small to properly create with FLIP, the smoke sim can help to create extra details and realism. This adds also extra thickness on larger sims which helps to sell the composite.

Here is an ILM talk which is where I got the idea from: https://youtu.be/-FqzK6zJvwE?t=15m56s

What I have tried:

As for now I am faking by copying and pasting the fluid on various stages and emit the smoke on various stages. My second method was just animating a sphere with the water. Realistically I would prefer to use the spray particles to emit smoke.

Copying or applying directly on the particles results in no smoke or extra admitted particles. No particle system is selectable in the smoke sim. Is there a way to properly do this?

Examples:

My proof of concept with the faking technique (no extra compositing was done. This is just testing the method in terms of making the smoke flow correctly. Thats why the smoke doesn't match the white water particles:)

fluid

fluid2

Just the white water particles for the interested:

https://giant.gfycat.com/TangibleBlushingArmadillo.webm

TripleDots avatar Mar 07 '18 14:03 TripleDots

Hey TripleDots,

Thanks for writing up this detailed issue!

I have not tested how the simulator could be better integrated with the smoke simulator, or what would need to be changed to achieve this . Likely, some features will have to be added to get this working properly. I'll have to take some time to think about this, but it would be a cool feature to have!

rlguy avatar Mar 07 '18 20:03 rlguy

Mantaflow integration places the foam, spray and bubble particles inside the Blender particles. https://youtu.be/h9TViIgm8Yc?t=21m31s But I am not sure how compatible that code is with yours. IIRC Mantaflow doesn't use the GPU at all as of yet.

If that's possible to do for you then you basically fixed the only feature I can come up with. Haha! (And I assume that if normal Blender particles is possible that it would mean that motion blur could be working as well for at least the white water particles?)

Also interesting to note that the fluid sim with the ILM examples are not much effected at all by wind. It's mainly the smoke faking that effect. Very interesting!

TripleDots avatar Mar 07 '18 21:03 TripleDots

may try a point density over object verticles (not particles) multiply by 8 or so and attached to a volume shader, looks abit alike to youtube link

PGTBoos avatar Apr 06 '18 17:04 PGTBoos

My apologies for the ping on this issue thread, just cleaning up the FLIP Fluids GitHub issue tracker.

The purpose of the FLIP Fluids GitHub issue tracker is for issues and bugs only. Feature development and requests are handled internally and requests can be made through alternative channels. See: Guidelines for Feature Requests.

Just adding a note: this type of feature is still currently not possible due to current limitations of the Blender particle system and the current Blender Mantaflow smoke simulator.

rlguy avatar Feb 22 '23 19:02 rlguy