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A List Of Software For Fluid Dynamics


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Spent time today to check over internet what kind of options we have when it comes to fluid dynamics.

I was surprised to see so many implementations all over the place.

Each of them showing as mutch muscle as possible :)

So here is the list with commercial software:

dynamite for LW3D - http://www.cantarcan.com/v11/html/main.html

fumeFX for 3DS MAX - http://www.afterworks.com/FumeFX.asp

Aura for 3DS MAX - http://www.spot3d.com/AURA/movies/ ( cant find the official page )

FlowLine for 3DS MAX and Maya - http://www.flowlines.info/index.html

MayaFluids - http://usa.autodesk.com/adsk/servlet/item?...&id=7636671 ( cant find any eyecandy over autodesk.com )

RealFlow - http://nextlimit.com

Glu3D - http://www.3dalliens.com

Blender http://mediawiki.blender.org/index.php/Main_Page

Myrtle Software - http://www.myrtlesoftware.com/index.php/home ( seems that along with the voxel renderer, there is and a CFD solver )

R&D stuff:

Houdini9: http://www.sidefx.com/images/stories/news/...ak_peek_web.mov - impressive stuff !

Fluids for XSI - http://grabiller.3dvf.net/site/index.php?l...fluids_eng.html

Found this russian web site with screenshots from Alias's conference this siggraph.

They are showing their "unified dynamics solver" + level sets and stuff.

http://www.cgtalk.ru/forum/showthread.php?t=13728

Jos Stam's web page about stable fluids: http://www.dgp.toronto.edu/~stam/reality/T...v3_document.htm

http://graphics.stanford.edu/~fedkiw/ - no comment - as far as i know he is doing some work at ILM aside of his research.

really cool 2D solver written on Java ( click with the mouse over the white square ):

http://www.multires.caltech.edu/teaching/d...tablefluids.htm

Mark Carlson - http://www-static.cc.gatech.edu/~carlson/ ( i had the pleasure to work with this guy - wicked smart )

Frantic Film's "Flood" - http://software.franticfilms.com/index.aspx?page=flood

...

i will stop here.

In case i missed a cool link - update me :)

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Does this mean this can do fluid/RBD two way coupling?

i collected some additional information from a guy who was on the presentation

visual effects and dynamics are not his strongest side, but from his explanation:

all dynamic systems can talk each other ( from his words i got the feeling that there is some sort of wrapper - just my guess ).

there is a new fluid solver - called "Air" - compressible fluids - liquids, gasses, soft rigid bodies, jelly, inflatable/deflatable geometry and other fenomena.

seems that there were and other cool things, but that's aside of fluids.

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i dont think these are fluid solvers.

correct me if i am wrong.

hey all

Myrtles fluid is apparently based off a navier stokes solution,

im not too sure if its only on a grid or within some box/3d volume, :huh:

however Peter Baldwin showed me some stuff (during sigg) where he did some shots for charlie and the chocolate factory, he used his software to make some shots of the chocolate river.

Specifically where the boat intersected with the river of chocolate, the fluid kit should be fully integrated into houdini just like his 5X5 voxel renderer.

im looking forward to its release

:blink:

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  • 2 months later...

Thanks for reminding me.

I cant find anything official online about the presentation of H9. Do you have a link ?

Seems that H9 will have SPH and navier-stokes CFDs.

One thing really catched my eyes - i think i saw navier-stokes fluids colliding with geometry for real.

I wanted to ask after the presentation, but somehow forgot.

Can somebody clarify ?

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What do you mean colliding for real?

As far as I know the fluids will be fully integrated into the dynamics pipeline within Houdini. That means (in theory anyway ;)) all rbd, cloth, fluid and gas solvers should be able to interact with each other.

M

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Some cfd solvers are not really colliding with geometry. Instead of that they are filling the densities of the voxels inside the penetrating geometry and because they are incompressible fluids this dense area will push the stuff around. The negative side of this approach is that you will lose lots of volume ( density ) in the areas around fast moving objects through the fluid container.

So i am wondering, is what we saw the same trick with high-res grid / high-quality solving to minimize the density loses, or the real thing ?

As far as i know there are some technical issues with the coding collisions for navier-stokes solvers.

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Thanks for reminding me.

I cant find anything official online about the presentation of H9. Do you have a link ?

Seems that H9 will have SPH and navier-stokes CFDs.

One thing really catched my eyes - i think i saw navier-stokes fluids colliding with geometry for real.

I wanted to ask after the presentation, but somehow forgot.

Can somebody clarify ?

Nope, still waiting for the eye canday!!!

As per this quote

"People who saw the demos in London can certainly talk about what they saw but please note that we may show different movies or more recent examples in future versions of the roadshow.

I hope this alleviates some of the pain for people who can't wait until their local roadshow stop. For others who can't get to a roadshow town, we will post some of the cool visuals after the roadshow is finished when we have had time to compile the best examples from all the shows."

--------------------

Robert Magee

Product Marketing Manager

Side Effects Software Inc.

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  • 1 month later...

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