Forums > Jitter

fluids FX


October 24, 2008 | 7:08 pm

Hello,

http://www.youtube.com/watch?v=2E387N8Wo2Y

Nice, no?

I’d like to know where to start to make such fluids fx?

I already worked on motion detection, I just want to know the way for the kind of visual effect.

Is it possible within Jitter?

Thank you.

October 24, 2008 | 7:19 pm

The basis for that simulation is Jos Stam’s stable fluids:
http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/ns.pdf

wes

October 24, 2008 | 7:23 pm

yeah – there’s a water app example somewhere in there – I think it’s
called "pool" or similar – I’d search for that.

Andreas

Derrick Giscloux skrev:
> Hello,
>
> http://www.youtube.com/watch?v=2E387N8Wo2Y
>
> Nice, no?
>
> I’d like to know where to start to make such fluids fx?
>
> I already worked on motion detection, I just want to know the way for the kind of visual effect.
>
> Is it possible within Jitter?
>
> Thank you.
>
>
>
>
> .
>
>

October 24, 2008 | 7:31 pm

Thank you Wesley, but it seems difficult for me, even if i am not a slacker.

Is this so complicated to implement in Max?

I know the pool example you ‘re talking about, Andreas, But not sure its technic ‘s really near the youtube fluid example.

October 24, 2008 | 7:34 pm

Yes, the column is very interesting, but the formulas scare me!

Without AB receipes, examples, topics, I would not be able to work with quads, for example …

thank you

October 24, 2008 | 8:03 pm

I’ll keep it in mind, but this one might just be beyond me. I encourage anyone who can read and understand those formulas to give it a go though.
;)

Andrew B.

October 24, 2008 | 8:14 pm

I’m pretty sure someone has: http://mariacordell.com/art_cvideo.htm .
Perhaps someone on the list knows these people and can encourage them
to post the object.

wes

On Fri, Oct 24, 2008 at 1:03 PM, Andrew Benson wrote:
>
> I’ll keep it in mind, but this one might just be beyond me. I encourage anyone who can read and understand those formulas to give it a go though.
> ;)
>
> Andrew B.
>

October 24, 2008 | 10:52 pm

Yeah, you’re absolutely right, Derrick. Sorry for the noise :)
Andreas

Derrick Giscloux skrev:
> Thank you Wesley, but it seems difficult for me, even if i am not a slacker.
>
> Is this so complicated to implement in Max?
>
>
> I know the pool example you ‘re talking about, Andreas, But not sure its technic ‘s really near the youtube fluid example.
>
>

October 25, 2008 | 2:06 am

We are some of those people, here at TML, Topological Media Lab,
Montreal, where one of the current Masters student project includes
writing some of those fluid solvers into max externals for realtime
use, but I guess it wont be out until the thesis is done and turned in.

JS

On 24-Oct-08, at 4:14 PM, Wesley Smith wrote:

> I’m pretty sure someone has: http://mariacordell.com/art_cvideo.htm .
> Perhaps someone on the list knows these people and can encourage them
> to post the object.
>
> wes
>
> On Fri, Oct 24, 2008 at 1:03 PM, Andrew Benson
> wrote:
>>
>> I’ll keep it in mind, but this one might just be beyond me. I
>> encourage anyone who can read and understand those formulas to
>> give it a go though.
>> ;)
>>
>> Andrew B.
>>


PKM
October 25, 2008 | 10:03 pm

BTW memo has released code for his fluid solver etc… in C++
openframeworks/opencv here:
http://www.memo.tv/source_code_for_fluid_solver_optical_flow_particles

October 26, 2008 | 10:33 am

Oh yes, and here there are explanations for dummies:
http://www.mikeash.com/?page=pyblog/fluid-simulation-for-dummies.html

October 26, 2008 | 11:35 am

from that discussion comments , a java implementation and sourcecode
http://www.multires.caltech.edu/teaching/demos/java/stablefluids.htm

On Sun, Oct 26, 2008 at 12:33 PM, Derrick Giscloux
wrote:

>
> Oh yes, and here there are explanations for dummies:
> http://www.mikeash.com/?page=pyblog/fluid-simulation-for-dummies.html
>
>

November 3, 2008 | 9:41 am

What about programming it inside a shader? would it be easier because there are already the formulas?

I’m just starting with shaders, is there any idea? suggestion? cause i’ll try to.

Thanks folks

Miguel

November 22, 2008 | 10:19 pm

Yes, what about shaders? Is it feasible?

However, I found this on the web, it is open source, in C+
http://www.opencfd.co.uk/openfoam/#openfoam

February 18, 2009 | 2:13 am

Did anything ever come of this?

I would love to have any sort of fluid solver in jitter.

April 7, 2009 | 3:50 pm

http://http.developer.nvidia.com/GPUGems/gpugems_ch38.html

heres some info on doing this with shaders

April 7, 2009 | 3:51 pm

another part of that shader I was posting

April 8, 2009 | 8:46 pm

Hi Axiom-Crux,
Did you try the shader?

K.

April 8, 2009 | 9:48 pm

no, its not for jitter yet, and I dont know enough to impliment it into jitter yet.

April 13, 2009 | 4:40 am

does anyone know how to make this shader work with jitter? I was thinking that maybe splitting up the sections for the different aspects like density and velocity and making them into slabs that are working on feedback textures.. but Im still soooo new to shaders that I didn’t’ want to take this one on yet.. anyone? Andrew(almighty god of things gooey)?

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