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Water inside of air field


ssh

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Very nice!

Is there any pdf available on the talk? I tried googling but it seems my google skills are failing me.

Thank you Erik, don't think pdfs exist. :)

I know it from the guys who attended it on Siggraph.

This is excellent Sergey! Great comparison.

May I know how is this air field created? Is it some standard node/OTL that can be plugged into my DOP network?

Thanks, this is very usual Flip setup with density being overrided.

Some particles(air) have very low density and some particles (water) have high density.

All is simulated in one step.

E.g. no need to simulate air first then apply cache to water or anything like that.

This is very simple setup.

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Thank you Erik, don't think pdfs exist. :)

I know it from the guys who attended it on Siggraph.

Thanks, this is very usual Flip setup with density being overrided.

Some particles(air) have very low density and some particles (water) have high density.

All is simulated in one step.

E.g. no need to simulate air first then apply cache to water or anything like that.

This is very simple setup.

are you simulating the air field via a complete smoke solver or a stripped down version?

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Time difference is probably caused by the fact that you have to simulate much more particles.

Because all the rest of container is filled with air.

There might be way to optimize this and have air only where it's needed.

I am checking it now.

This is just a proof of concept to see how much can we get from this approach.

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  • 4 weeks later...

Still haven't done proper tests, but maybe if "all we need" is the air around the sim, we can use the particle selection for the main body of water, transform to a volume, expand the volume by the amount of air we want around our sim, and then subtract the water volume with the new one, we'd get the "outer shell" of the sim at every frame, then we can just scatter into that, bring that into our FLIP sim with density 0.01 or whatever and we'd have saver all the remaining space in the box.

But maybe I didn't understand the system fully since I haven't tried it yet XD

Edited by Akabane
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I was working on it for some time.

Check it out: https://vimeo.com/60134752

Air is added only where it's needed basing on sdf of main fluid.

No bounding box needed.

One can control thickness of air shell, amount of air particles, limit air to specific hero regions etc.

Also done some extra steps to proper detect droplets with this approach.

Edited by ssh
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