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Surface Turbulence for Particle-Based Liquid Simulations - Hope SESI t

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Guest tar

Yeah - we saw this one before - but you do know that most papers don't work in the real world ya?

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Yeah - we saw this one before - but you do know that most papers don't work in the real world ya?

No Marty, unfortunately people assume all papers works, when actually most of them is academic research, just a few are valid to be used in real life.

But to answer our friend, you don't need to wait till 16, 15 is going to offer solutions to improve fluids looks.

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I respect experience over theory. You guys are masters and you should be right. It looks yummy when some hirez details pops out  on a lowrez sim- that too a post pass could save time and energy. I pray this paper should work for the good of all of us. 

As Pablo indicated I am eagerly waiting for Houdini 15.

Thanks masters for your time/dime.

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Guest tar

regarding the paper they applied there method into houdini 13, i guess it would work pretty well for real life =)

and for the mentioned ctp method is the source code around, http://www.mat.ucsb.edu/~kim/CPT/source.html 

 

This makes no sense - being implemented in Houdini does not mean it is production ready and robust.  It may be but the usual thing in papers is to pick an example that works and show that. This is a result of the Publish or Perish academic culture.

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Whats going on here? I never expected my "childish snowball" would become the Himalayas. 

One guy is saying its not possible. Another guy is showing a paper with the code published two years back. Finally a guy is sending me a Houdini hip file.

My head is spinning guys. Am I living in the end of days where I have read that the humans would possess amazing intelligence.

Gooooooooood times. 

I salute you guys all including skeptic Marty :)

God bless.

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Guest tar

Perhaps you are unaware that humans negotiate via argument to come to agreement. If we all just go 'yes!, yes!, yes!', then nothing is tested, rigour lapses and bullcrap remains.  

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I talked to one of the authors of the paper (Olivier) and they used Houdini to generate the input sims, Maya for rendering, MeshLab for meshing as VDB creates a mesh around the points. But the implementation is all custom code.

 

Since the method is point based, it should work for all point/particle based fluids.

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