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  • Published 29 Aug 2020

3D Realtime GPU fluid simulation based on Trinity

Just stumbled on Trinity programmable fluid simulation, and it's running insanely good fluid simulations realtime IN WEBGL. It's not quite embergen... and I can't find information on the license. It's mostly written in JavaScript which could be an issue as well. I'm less technical than most, is there a way this could be converted to Python and run in Blender? I'd be happy to chat with the developer if that conversation isn't already happening. Mantaflow is fine, but.... this is so fast. Blender could really use a realtime solution for faster iteration, this looks like it could be a solid alternative?

github.com/portsmouth/Trinity

Annotation 2020-08-29 100858.png

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Development Status: Open

Upvote 20 Downvote 1
gehrig
29 Aug 2020

3 Comments

That was pretty neat.. Nice. This would be nice but its mostly javascript. Still, nice and realtime fluids would be very welcome. I wish nvidia would make their optix fluids for blender integration. There is so much where nvidia could help blender (i knwo they already sponsor blender and help with rtx / cuda support but i wish they would make more) They have so many good technologies: developer.nvidia.com/gameworks-visualfx-overview developer.nvidia.com/nvidia-flow developer.nvidia.com/flex developer.nvidia.com/hairworks

But there is always hope and many projects under development like flipfluids (mantaflow is not even finish) and github.com/taichi-dev/taichi_elements <3 looks pretty good. Then we need crowd simulation tools, and i know there is two options at the moment but these are far away from massive/golaem/miarmy etc.

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* @juhamukari * Fully integrated/features simulation framework would be needed- solver that could handle all simulaitons with interaction (like houdini can mostly do, great tool): gas/smoke/fire/air/liquid/granular/sand/snow - fluids: apic, flip, pic, pdb, mpm: particles, skin / muscle cloth / soft / rigid / fracture : shatter : slicing / hair : fur : ropes : chain / bodys - ai/agent driven crowd simulations : flocking:fighting:avoiding - electric / lighting. Rain and waves (well this is now easy in blender but with interaction with all these madness :) like wet maps for rigid and cloth body interaction with ocean simulation. And what was it called: Cascadeur - ai driven semiautomatic animation with physics. OpenCV for face capture? youtu.be/RY_eErKlilw like this one, but also with option to load ready video file and generate key frames automatically and recording realtime)

There is so much simulation technologies that would be good to have for blender joshuahwolper.com/anisompm s2020.siggraph.org/conference/program-events/technical-papers/ siggraph papers are most interesting every year. youtu.be/EhDr3Rs5fTU youtu.be/t952yS8tcg8 youtu.be/wdKpXvF_3AU joshuahwolper.com/cdmpm youtu.be/-PMf3XrwPKo youtu.be/FlWyyqpLC5A youtu.be/dQBJ0r5Pj5s so much good old memories when wathcing these old siggraph demos :D still so cool tech.papers.

github.com/utilForever/SnowSimulation material point method

Also wondering why there is no fluids3 for blender fluids3.com/ or why does crowdmaster hasn't been updated: crowdmaster.org/ its 3 years old. :/ But also some basic thing are needed like good retopology tools (surface sketch/stroke generating polygons -well bsurface does this and its mostly ok but polybuild tool improvements) also basic mesh editing tools, sculpting need improvements, particles, nodes for everything, some shader improvement that help blend objects into scene, well there is this new addon on the market now and it looks great: youtu.be/SjtItfeyHII but then also some basic morph deromer and targets for shape keys: youtu.be/o6LhnffHGMs (also improvments for rigging, rigify is ok but it could be better) Tension map integration (Tension/Stress Maps) into blender - youtu.be/6G8SkBQngvw like this - it will generate nice details in right hands (maybe this must be integrated with sculpt tools hmm..) cgaddict.com/product-overview.html and velocity maps youtu.be/Ir9us8Bs3oI generation needed (good for many vfx with particle simulations). Motion blur support for api (so 3rd part render engines could use mb data and export vertex velocity for cycles like flipfluids which can not export motion blur :/ ) Caustics for cycles and for eevee realtime and global illumination. Fracture modifier is on the way. Also grooming need improvements. UVW and reprojection with dynamic meshes (dynatopo/liquid surface/openvdb): youtu.be/MuTMK4_rIKY youtu.be/j-W5YvWr7TM texture uvw

I would also love to see uv editor and texture editor having same tools as 3d view (grease pencil) it would be great to use texture editor as animator: fxguide.com/wp-content/uploads/2014/02/lego_animation.mp4 like this video (start: 50sec->)

also video editing / compositing needs lots of love maybe even some advanced technologies after basic improvements?: github.com/jamriska/ebsynth / dain: youtu.be/q2i6FXVjNT0 / roxanneluo.github.io/Consistent-Video-Depth-Estimation/ (depth maps from video for deep compositing) / microsoft.com/en-us/research/publication/unwrap-mosaics-new-representation-video-editing/ it looks like nukes smart vectors but this one is older tech. Also inpainting for texture editor would be nice with multiple seamless and paraller layer editing like affinity photo has (you can clone and inpaint for multiple layers with same stroke).

What i missed: car simulation, airplane, boat simulations (traffic)? World editors? photogrammetry like meshroom but with more advanced and neural network optimized algorithms: youtu.be/nCpGStnayHk :)

You can always dream that blender is some day fully featured... i mean.. really fully featured: photo edit, video edit, sound edit, 3d model, sim, tex,shad,rig, scan, motioncap, word and exel.. hybridi software :D

Sorry the long text.

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koko_ze

I don't see it happening in the near future. But it is a really cool thing to see.

2