symek Posted August 12, 2009 Share Posted August 12, 2009 (edited) Have you seen this episode 62: http://www.fxguide.com/fxguidetv.html Here is a company page: http://www.exoticmatter.com ~ "graph based simulation engine similar to prman" Nevertheless results look impressive. Edited August 12, 2009 by SYmek Quote Link to comment Share on other sites More sharing options...
Allegro Posted August 12, 2009 Share Posted August 12, 2009 wow... have they never heard of Houdini? Quote Link to comment Share on other sites More sharing options...
Ratman Posted August 12, 2009 Share Posted August 12, 2009 Too much text, not enough pretty pictures or results. Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted August 12, 2009 Share Posted August 12, 2009 I love their GUI style. Quote Link to comment Share on other sites More sharing options...
dbukovec Posted August 12, 2009 Share Posted August 12, 2009 actually there is a breathtaking video near the end, some waves with cliffs, looks really good Quote Link to comment Share on other sites More sharing options...
johner Posted August 12, 2009 Share Posted August 12, 2009 (edited) Have you seen this episode 62: http://www.fxguide.com/fxguidetv.html Here is a company page: http://www.exoticmatter.com ~ "graph based simulation engine similar to prman" Nevertheless results look impressive. This is the company co-founded by Robert Bridson, who knows fluid simulation backwards and forwards (with error correction!...sorry, geeky fluids joke). He wrote a great book on this stuff, taught the Siggraph course on it for a couple of years, and he and Marcus, the other guy, apparently wrote a production fluid sim for Double Negative. So I'd guess the underlying simulation technology will be rock-solid, with some interesting new approaches. He's a big fan of PIC/FLIP, particle/grid hybrid approaches, which lets you do some cool things like get the accuracy of a grid-based pressure solve without necessarily having to restrict the simulation domain to a fixed voxel grid. So you can reinitialize the voxel grid from the particles at the appropriate size each timestep and then solve. If you're simulating a liquid that splashes and separates over time, I think theoretically you can figure out which parts of the liquid are distinct and solve those pieces independently and in a completely parallel fashion. FWIW, Houdini's not-really-complete Sand Solver uses PIC/FLIP, I believe, based at least in part on this Bridson paper. Anyway, it should be really interesting to see what they come up with. wow... have they never heard of Houdini? I accosted him like a fan-boy at Siggraph and talked Houdini among other things with him, so I know for a fact they have Edited August 12, 2009 by johner Quote Link to comment Share on other sites More sharing options...
michael Posted August 12, 2009 Share Posted August 12, 2009 bah...what? where? terrible site design.... Quote Link to comment Share on other sites More sharing options...
symek Posted August 12, 2009 Author Share Posted August 12, 2009 This is the company co-founded by Robert Bridson, who knows fluid simulation backwards and forwards (with error correction!...sorry, geeky fluids joke). He wrote a great book on this stuff, taught the Siggraph course on it for a couple of years, and he and Marcus, the other guy, apparently wrote a production fluid sim for Double Negative. So I'd guess the underlying simulation technology will be rock-solid, with some interesting new approaches. (....) I have this book! (I'm not saying I understood anything). Thanks for details johner. Actually I was pretty sure they know what they are talking about after seeing those previews. Just renderman made me laugh . cheers! skk. Quote Link to comment Share on other sites More sharing options...
mnordenstam Posted August 12, 2009 Share Posted August 12, 2009 I have this book! (I'm not saying I understood anything). Thanks for details johner. Actually I was pretty sure they know what they are talking about after seeing those previews. Just renderman made me laugh . cheers! skk. It is like RenderMan in the sense that we use a high-level text-file interface (similar to a RIB file) with matching C bindings (similar to Ri) to describe *what* to simulate just as the RenderMan Interface describes *what* to render. The RenderMan Interface has chosen a state-machine metaphor for its scene description whereas we chose a node-based metaphor. The design of this nodal framework was inspired from compositing, not Houdini, although at the surface they do, at first glance, look similar. cheers Marcus Quote Link to comment Share on other sites More sharing options...
stevenong Posted August 12, 2009 Share Posted August 12, 2009 Hi Marcus, Nice of you to chime in. The interface looks a bit like Shake/nuke but you can't blame us Houdini folks for relating to it immediately. Any plans to create a plugin of the solver for Houdini? The way Naiad works is just so similar to Houdini though the speed will be a completely different story. Cheers! steven Quote Link to comment Share on other sites More sharing options...
essencevfx Posted August 12, 2009 Share Posted August 12, 2009 wow , this looks very interesting for a fluid geek like me Going to show it to the dudes here at DD ! Quote Link to comment Share on other sites More sharing options...
Allegro Posted August 12, 2009 Share Posted August 12, 2009 It is like RenderMan in the sense that we use a high-level text-file interface (similar to a RIB file) with matching C bindings (similar to Ri) to describe *what* to simulate just as the RenderMan Interface describes *what* to render. The RenderMan Interface has chosen a state-machine metaphor for its scene description whereas we chose a node-based metaphor. The design of this nodal framework was inspired from compositing, not Houdini, although at the surface they do, at first glance, look similar. cheers Marcus For what it's worth, my comment was not suggesting that you ripped off any of Houdini's architecture, but that it may have made more sense (at least at first glance) to incorporate your work into Houdini rather than starting from scratch. Quote Link to comment Share on other sites More sharing options...
kumpa Posted August 13, 2009 Share Posted August 13, 2009 For what it's worth, my comment was not suggesting that you ripped off any of Houdini's architecture, but that it may have made more sense (at least at first glance) to incorporate your work into Houdini rather than starting from scratch. my point exactly Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted August 13, 2009 Share Posted August 13, 2009 Do Nuke or Shake or... DF have OPs? I've heard from "non-Houdini" guys that Naiad is the first software that allows user to do "everything-to-everything" interactions. If they knew about DOPs... Anyway Naiad demo looks cool. Quote Link to comment Share on other sites More sharing options...
aracid Posted August 13, 2009 Share Posted August 13, 2009 just a heads up we're using naiad and the fluid sims look interesting Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted August 13, 2009 Share Posted August 13, 2009 just a heads up we're using naiad and the fluid sims look interesting That's why I can't send you PM Brian. Your box is full of Naiad's volumes! LOL Quote Link to comment Share on other sites More sharing options...
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