Hi pablo and guests! I was wondering what is the future of physics in blender?
In specific are there plans on expanding the list of solvers (cloth, rigid body, fluids, etc) or is it higher priority to improve the existing ones?
4
J
Josephbburg
*
@Lapis Sea
* To add to that --- what about unifying the solvers? I've read some vague blog posts that touch on that.
1
C
Cobra
Hi this more of a rigging question.
How do you guys rig a Character with multiple parts? the problem is if you have different armature modifiers on high rez meshes then it impacts performance
Also having Armature as self contained object from other objects is really restricting wouldn't be better to make them on the same global level like other DCCs then build tools around it.
2
P
PaoloSavini
Hi! I really apreciate the new fluid sim Documentation on the blender manual...but.. it will be wonderful see also an official video course on the blender cloud to better learn the best workflow. just an idea :) .
DANIEL! I really learned so much from your blender conf speach!! thanks!!
2
s
snieb
*
@Paolo Savini
* This! It can be really hard to understand what all the parameters of mostly-but-not-entirely physics-based simulations do - especially if you have to wait minutes for the result.
1
j
jamesjoslin
Hi Guys, I thought I'd get a question in early, do you think it would be possible for blender to have a sort of shell and finning mechanism for fur similar to those that can be written in C++, if not how hard would it be to implement C++ to blender so we could do it ourselves?
2
L
LapisSea
*
@jamesjoslin
* You can write pretty good performance code with cython or write an external executable for total control (for example flip fluids)
1
j
jamesjoslin
*
@Lapis Sea
* This is new to me, i'll have a dabble, cheers pal!
Hi Pablo, Daniel, Andy, and Sebastian!
You rocks, guys!
I know that it is almost senseless to expect something like 'position based particles simulation' or 'finite element method' implementing in Blender in the nearest future, although, there are some little improvements that could make complex setups much easier with the current physics system.
multi-object physical properties assign/change
multi-object constrain setup
better support for 1d simulations (rope, wire, etc)
better support for non-manifold geometry (I used it as FEM/softbody approximation, but it is highly unstable)
allow non-polygnal geometry to be a target for 'Surface Deform' modifier. I use this method as rope/wire/guts approximation for high-poly objects.
Live long and prosper!
2
J
Josephbburg
*
@damian winnichenko
*
allow non-polygnal geometry to be a target for 'Surface Deform' modifier.
Grease Pencil, please :D
D
Drax
What are your plans for the future? Just improving the mantaflow or something really major?
And thank you guys, love the work you all at Blender are doing!
2
M
Mille_Porte
** Mantaflow VS EmberGen
Hi Pablo! Recently EmberGen has been released in alpha and can do this in realtime..
what about Mantaflow? will it be able to perform the same way in shortime?
The power of Embergen is only due to be capable to run on GPU or there are other reasons?
Bonus Question: I find to set up rigid body costraints is not so intuitive, what do you think?
2
c
christianclavet
*
@Mille Porte
* One interesting thing is that it can export in files VDB volumes, and they give some VDB examples to download and tryout. So perhaps with Blender 2.83, we could load them back in Blender.
L
LapisSea
*
@Mille Porte
* Mantaflow focused on high quality accurate and high resolution simulations where embreegen focuses on tricks and sacrifices accuracy. (a lot like cycles and eevee)
So no mantaflow can not and will probably never focus on real time.
1
s
snieb
*
@Christian Clavet
* There are already tutorials on how to export simulation results to Blender from Houdini or EmberGen. ;)
Pretty sure EmberGen so far hasn't revealed any technical details.
Machine-learning-based
hacks, or really good
adaptivity
maybe?
M
Mille_Porte
*
@Lapis Sea
* ok thanks for your reply.. i'm really not able to tell when this kind of simulation is a fake or not, they appear to me always real!
I wonder if the resolution and so the final quality of the simulation in Mantaflow can be actually superior otherwise the huge amount of time needed is not convenient.
s
snieb
*
@Mille Porte
* Have not used EmberGen itself. But I think the problem with using tricks to speed up simulations (rather than having a very general principled/physics-based one) is that you likely have to restrict what kinds of things it can be used for well. And it requires lots of work & expertise to make that tradeoff between artistic freedom & speed/ease of use work - especially if it is just 1 of many things your program does, like in Blender. (This is one more reason why I have huge respect for the Eeevee devs. <3)
m
michael.campbell
Yo Yo Yo.
Two questions.
Who's tried embergen, and what are your thoughts about it's real time physics simulations?
In everything nodes, would it be possible to expose any parameter from a node network to a top level node, so that after you create a complex node network you could control just the necessary parameters without jumping into the network. Basically groups with all parameters having the ability to be exposed. You could also then store presets that auto populates just those exposed parameters. A bit like HDA's in Houdini.
By the way, I spent some time designing a UI for everything nodes. Check it out if you get time, there's a few video's in the post.
Q for Daniel:
How much time (hours/days) would you estimate you invested into the groom for the tiger? I have a bit animal groom project coming up, and am curious what I'm in for.
Q for everyone:
Also, very interested in hearing any tips or recommended tutorials on fur you might have.
1
s
snieb
How do you simulate muscles & bones moving beneath skin?
What systems/features would Blender need to have to make that possible?
1
M
MickHanks
Please look into how PCB (printed circuit board) CAD way of mapping the noodles
1
j
jamesjoslin
What would be really cool for hair in blender would be the ability to convert your pristine groomed hair, to hair cards, and then the ability to bake the hair opacity onto your new hair cards, although I guess there may be an issue with UVs and resolution
1
j
juangea
Hello everyone!!!!
Question for Sebbas (I know some answers... but just I know it's of gneral interest :) )
1.- Forces and Mantaflow?
2.- Particle Nodes and Mantaflow? (possible relation as solver for example?)
3.- Better viscosity in Mantaflow?
now you know why the questions were for Sebbas :)
And now one for Daniel.
Are you going to release the tutorial about hair thing you showed on twitter some time ago? :) (I know you are short on time :) )
1
s
shridhar
Hi Pablo, I congratulate blender team for more development in physics and particles in the recent months.
Can we have good amount of grooming brushes for hair and particle system in blender? If the development is under progress when can we expect them?
1
p
pablovazquez
Sorry I didn't get to your question! The development will likely happen during the early 2.9 series. The plan so far is for 2.90 to have the first node-based particle system.
3
k
kookitoocg
hi guys ,i have two questions on mantaflow
in the liquid panel there is this simulation method but it has only flip solver are there other methods you wanna add??
2.if i'm not wrong the mantaflow engine has cuda integrations is there a plane to add that in the future
@Sebbas: How straightforward was integrating Mantaflow into Blender?
Did it help that it was made a part of the Blender codebase itself? What would have been possible if it had just been an add-on?
JTBC: I'm
not
complaining that Blender has such an awesome fluid sim built-in! :D
It's just that there is lots of great FLOSS code out there that can already do amazing things, and keeping it modular seems like good design in general - so I'm curious about your thoughts on the possibilities & pitfalls.
Also,
@all: Any other software libraries/projects out there that you would like to interface with Blender?
Physics, machine-learning-based smoke hyperresolution or image processing, ... :3
BTW, let me just say that having Mantaflow™ fluids & Bullet™ rigid bodies & Cycles™ rendering just looks more
legit
than some no-name homebrew code hidden away in the Blender repo. 😎
(Sorry, Unbranded Blender Cloth Simulation. 😜)
1
s
snieb
Hi! I have a technical question re:
Cloth+internal springs vs FEM.
I love the new
Internal Springs
for squishy stuff. 🐘 I've heard people say it is basically finite-element modeling - probably simply because (afaict) FEM is the most common approach to simulate deformation in VFX, engineering, medical science...
So:
Are those methods actually related?
Or is the maths completely different, but they just happen to produce similar-looking results sometimes?
Also:
Is there still a distinct use case for the old
Soft Body
physics?
I never find myself using it anymore. Could it be improved to take it in a different direction than what
Cloth
can now do?
1
u
unleashed75
Hello Pablo and all you lovely Blender Peeps.
This is about Particles which I really enjoy playing with. I understand that this is getting a update;
In the Particles settings under
Render
you can have the option for
Line
.
This was a really nice feature before 2.8 came along but since 2.8 the option for
Line
is there but there are no settings to change it. (Things like
Head, Tail, Trail Count and Length
)
When looking on the Online Manual it doesn't even mention the
Line
option, it mentions everything else. Does this mean the
Line
is end of life?
I would really like to see this feature and loads more getting some love for Particles.
Thoughts?
Thanks to the Blender team for all that they do <3
1
s
snieb
Dang, last minute question:
Why are hairs 4m long by default and weigh 1kg?
seems counterintuitive :D
m
mohammadhosein.ghad
Hi guys.
I had a question about MPM.
Will there be a MPM simulation engine? Maybe something like Disney Matterhorn.
What about snow simulation?
e
erik85
Is it possible to use vertex colors from dynamic painting to affect density of a particle system? Right now I have to bake the dynamic painting to images which is kindof a hassle compared to using vertex colors.
D
DixonOsecha
I've been testing the mantaflow and when rendering notice that the volume info node does not have the attributes of heat and velocity
Thanks
J
Josephbburg
Does Blender Animation Studio use any special tools for grooming? For example, a tool for copying/pasting hair curves to/from bezier curves? Or generating hair guide-curves from a mesh? (In the 2.7x days, Hairnet did this.)
p
parkeramitraksharAuthor
I tried MantaFlow The past few weeks.... It's Pretty awesome.... All thanks To Sebastian and other devs Who developed it 😇
The other day I started doing some Rigid Body Simulations.... Eventually I got Stuck, as every newbie does.... I think you guys can help me....
I have a Question about Dynamics in Blender....
Is there any tool in Blender to Simulate 'Mass Object Falling on a Spring'? Can it be done with Rigid Body Constraints?
P
Pascal
Hi
Two question.
with reasling the LTS version i noticed you guys will jump version 0.8 0.9..etc each time wouldn't be better to just make version from x.1 to .9 and then LTS on sub versions like 3.0 & 3.5?
I want to mention Pixar also has develop their Hair system and there is some code avaliable not sure about license
Is there any plans for implementing an unified physics simulation system in Blender? Like, for example, cloth, solid body, liquid, hair, etc, can interact together. It would be amazing.
Also, I saw in another episode of Blender Today, in the questions, someone sent a link for a video, a very fast and interesting cloth simulation paper called "Vicace" and I found it really interesting. And it works also for simulating soft body, with the same solver, with a bigger precision and using less iterations. Would it be implemented in the future? There is a lot of problems with the current cloth simulation system in terms of performance and precision. Here is the link if you want to check it out:
youtu.be/xIfuplNTjHc
M
MickHanks
krakatoa particles
S
Samo
Hey Guys, hope you guys are staying safe.
Currently there is an option to deflect hair particles against the hair emitter. Is there any plan to allow an option to deflect hair particles from another user-defined object? This could be very helpful with grooming characters so that hair does not intersect with the character.
43 Comments
Hi pablo and guests! I was wondering what is the future of physics in blender?
In specific are there plans on expanding the list of solvers (cloth, rigid body, fluids, etc) or is it higher priority to improve the existing ones?
* @Lapis Sea * To add to that --- what about unifying the solvers? I've read some vague blog posts that touch on that.
Hi this more of a rigging question.
How do you guys rig a Character with multiple parts? the problem is if you have different armature modifiers on high rez meshes then it impacts performance Also having Armature as self contained object from other objects is really restricting wouldn't be better to make them on the same global level like other DCCs then build tools around it.
Hi! I really apreciate the new fluid sim Documentation on the blender manual...but.. it will be wonderful see also an official video course on the blender cloud to better learn the best workflow. just an idea :) . DANIEL! I really learned so much from your blender conf speach!! thanks!!
* @Paolo Savini * This! It can be really hard to understand what all the parameters of mostly-but-not-entirely physics-based simulations do - especially if you have to wait minutes for the result.
Hi Guys, I thought I'd get a question in early, do you think it would be possible for blender to have a sort of shell and finning mechanism for fur similar to those that can be written in C++, if not how hard would it be to implement C++ to blender so we could do it ourselves?
* @jamesjoslin * You can write pretty good performance code with cython or write an external executable for total control (for example flip fluids)
* @Lapis Sea * This is new to me, i'll have a dabble, cheers pal!
devtalk.blender.org/t/improving-python-c-c-and-general-development-process/11596/13
* @Josephbburg * Cheers bud!
* @jamesjoslin * google.com/search
Hi Pablo, Daniel, Andy, and Sebastian! You rocks, guys!
I know that it is almost senseless to expect something like 'position based particles simulation' or 'finite element method' implementing in Blender in the nearest future, although, there are some little improvements that could make complex setups much easier with the current physics system.
Live long and prosper!
* @damian winnichenko *
Grease Pencil, please :D
What are your plans for the future? Just improving the mantaflow or something really major?
And thank you guys, love the work you all at Blender are doing!
** Mantaflow VS EmberGen
Hi Pablo! Recently EmberGen has been released in alpha and can do this in realtime..
youtube.com/watch
what about Mantaflow? will it be able to perform the same way in shortime?
The power of Embergen is only due to be capable to run on GPU or there are other reasons?
Bonus Question: I find to set up rigid body costraints is not so intuitive, what do you think?
* @Mille Porte * One interesting thing is that it can export in files VDB volumes, and they give some VDB examples to download and tryout. So perhaps with Blender 2.83, we could load them back in Blender.
* @Mille Porte * Mantaflow focused on high quality accurate and high resolution simulations where embreegen focuses on tricks and sacrifices accuracy. (a lot like cycles and eevee)
So no mantaflow can not and will probably never focus on real time.
* @Christian Clavet * There are already tutorials on how to export simulation results to Blender from Houdini or EmberGen. ;)
Pretty sure EmberGen so far hasn't revealed any technical details. Machine-learning-based hacks, or really good adaptivity maybe?
* @Lapis Sea * ok thanks for your reply.. i'm really not able to tell when this kind of simulation is a fake or not, they appear to me always real! I wonder if the resolution and so the final quality of the simulation in Mantaflow can be actually superior otherwise the huge amount of time needed is not convenient.
* @Mille Porte * Have not used EmberGen itself. But I think the problem with using tricks to speed up simulations (rather than having a very general principled/physics-based one) is that you likely have to restrict what kinds of things it can be used for well. And it requires lots of work & expertise to make that tradeoff between artistic freedom & speed/ease of use work - especially if it is just 1 of many things your program does, like in Blender. (This is one more reason why I have huge respect for the Eeevee devs. <3)
Yo Yo Yo.
Two questions.
Who's tried embergen, and what are your thoughts about it's real time physics simulations?
In everything nodes, would it be possible to expose any parameter from a node network to a top level node, so that after you create a complex node network you could control just the necessary parameters without jumping into the network. Basically groups with all parameters having the ability to be exposed. You could also then store presets that auto populates just those exposed parameters. A bit like HDA's in Houdini.
By the way, I spent some time designing a UI for everything nodes. Check it out if you get time, there's a few video's in the post.
devtalk.blender.org/t/i-love-blender-so-ive-spent-a-bit-of-time-designing-a-better-ui-workflow-what-do-you-think/9693
Good morning everyone (devs & users).
Q for Daniel: How much time (hours/days) would you estimate you invested into the groom for the tiger? I have a bit animal groom project coming up, and am curious what I'm in for.
Q for everyone: Also, very interested in hearing any tips or recommended tutorials on fur you might have.
How do you simulate muscles & bones moving beneath skin?
What systems/features would Blender need to have to make that possible?
Please look into how PCB (printed circuit board) CAD way of mapping the noodles
What would be really cool for hair in blender would be the ability to convert your pristine groomed hair, to hair cards, and then the ability to bake the hair opacity onto your new hair cards, although I guess there may be an issue with UVs and resolution
Hello everyone!!!!
Question for Sebbas (I know some answers... but just I know it's of gneral interest :) )
1.- Forces and Mantaflow?
2.- Particle Nodes and Mantaflow? (possible relation as solver for example?)
3.- Better viscosity in Mantaflow?
now you know why the questions were for Sebbas :)
And now one for Daniel.
Are you going to release the tutorial about hair thing you showed on twitter some time ago? :) (I know you are short on time :) )
Hi Pablo, I congratulate blender team for more development in physics and particles in the recent months. Can we have good amount of grooming brushes for hair and particle system in blender? If the development is under progress when can we expect them?
Sorry I didn't get to your question! The development will likely happen during the early 2.9 series. The plan so far is for 2.90 to have the first node-based particle system.
hi guys ,i have two questions on mantaflow
2.if i'm not wrong the mantaflow engine has cuda integrations is there a plane to add that in the future
and thank you, stay safe :)
Hey Sebbas, why were there so many bugs in Mantaflow right in the official 2.82 release? Do you think it's possible to create something like this ( i.pinimg.com/originals/ec/e7/22/ece7220cd038916885940bb3c0c23661.jpg ) ?
@Sebbas: How straightforward was integrating Mantaflow into Blender? Did it help that it was made a part of the Blender codebase itself? What would have been possible if it had just been an add-on? JTBC: I'm not complaining that Blender has such an awesome fluid sim built-in! :D
It's just that there is lots of great FLOSS code out there that can already do amazing things, and keeping it modular seems like good design in general - so I'm curious about your thoughts on the possibilities & pitfalls.
Also, @all: Any other software libraries/projects out there that you would like to interface with Blender?
Physics, machine-learning-based smoke hyperresolution or image processing, ... :3
BTW, let me just say that having Mantaflow™ fluids & Bullet™ rigid bodies & Cycles™ rendering just looks more legit than some no-name homebrew code hidden away in the Blender repo. 😎
(Sorry, Unbranded Blender Cloth Simulation. 😜)
Hi! I have a technical question re: Cloth+internal springs vs FEM.
I love the new Internal Springs for squishy stuff. 🐘 I've heard people say it is basically finite-element modeling - probably simply because (afaict) FEM is the most common approach to simulate deformation in VFX, engineering, medical science...
So: Are those methods actually related? Or is the maths completely different, but they just happen to produce similar-looking results sometimes?
Also: Is there still a distinct use case for the old Soft Body physics? I never find myself using it anymore. Could it be improved to take it in a different direction than what Cloth can now do?
Hello Pablo and all you lovely Blender Peeps.
This is about Particles which I really enjoy playing with. I understand that this is getting a update;
In the Particles settings under Render you can have the option for Line .
This was a really nice feature before 2.8 came along but since 2.8 the option for Line is there but there are no settings to change it. (Things like Head, Tail, Trail Count and Length )
When looking on the Online Manual it doesn't even mention the Line option, it mentions everything else. Does this mean the Line is end of life?
I would really like to see this feature and loads more getting some love for Particles.
Thoughts?
Thanks to the Blender team for all that they do <3
Dang, last minute question: Why are hairs 4m long by default and weigh 1kg?
seems counterintuitive :D
Hi guys. I had a question about MPM. Will there be a MPM simulation engine? Maybe something like Disney Matterhorn. What about snow simulation?
Is it possible to use vertex colors from dynamic painting to affect density of a particle system? Right now I have to bake the dynamic painting to images which is kindof a hassle compared to using vertex colors.
I've been testing the mantaflow and when rendering notice that the volume info node does not have the attributes of heat and velocity Thanks
Does Blender Animation Studio use any special tools for grooming? For example, a tool for copying/pasting hair curves to/from bezier curves? Or generating hair guide-curves from a mesh? (In the 2.7x days, Hairnet did this.)
I tried MantaFlow The past few weeks.... It's Pretty awesome.... All thanks To Sebastian and other devs Who developed it 😇
The other day I started doing some Rigid Body Simulations.... Eventually I got Stuck, as every newbie does.... I think you guys can help me.... I have a Question about Dynamics in Blender....
Is there any tool in Blender to Simulate 'Mass Object Falling on a Spring'? Can it be done with Rigid Body Constraints?
Hi Two question.
with reasling the LTS version i noticed you guys will jump version 0.8 0.9..etc each time wouldn't be better to just make version from x.1 to .9 and then LTS on sub versions like 3.0 & 3.5?
I want to mention Pixar also has develop their Hair system and there is some code avaliable not sure about license
vimeo.com/283773316
Hello, everyone!
Is there any plans for implementing an unified physics simulation system in Blender? Like, for example, cloth, solid body, liquid, hair, etc, can interact together. It would be amazing.
Also, I saw in another episode of Blender Today, in the questions, someone sent a link for a video, a very fast and interesting cloth simulation paper called "Vicace" and I found it really interesting. And it works also for simulating soft body, with the same solver, with a bigger precision and using less iterations. Would it be implemented in the future? There is a lot of problems with the current cloth simulation system in terms of performance and precision. Here is the link if you want to check it out: youtu.be/xIfuplNTjHc
krakatoa particles
Hey Guys, hope you guys are staying safe.
Currently there is an option to deflect hair particles against the hair emitter. Is there any plan to allow an option to deflect hair particles from another user-defined object? This could be very helpful with grooming characters so that hair does not intersect with the character.