diff options
author | Nils Thuerey <nils@thuerey.de> | 2006-11-05 19:30:29 +0300 |
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committer | Nils Thuerey <nils@thuerey.de> | 2006-11-05 19:30:29 +0300 |
commit | 3bea663ffa27cab0a60b3ed1ac41d431ce55cecc (patch) | |
tree | c58fa1f791654b0b5e0d4057a0ec38ce541038c5 /source/blender/makesdna/DNA_object_fluidsim.h | |
parent | 64b9cda68eb4cd25bc9ce37d710a603b2fc4c81d (diff) |
- bugfixes
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
Diffstat (limited to 'source/blender/makesdna/DNA_object_fluidsim.h')
-rw-r--r-- | source/blender/makesdna/DNA_object_fluidsim.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_object_fluidsim.h b/source/blender/makesdna/DNA_object_fluidsim.h index 5ddfc22045d..91c25d2ec1d 100644 --- a/source/blender/makesdna/DNA_object_fluidsim.h +++ b/source/blender/makesdna/DNA_object_fluidsim.h @@ -109,6 +109,9 @@ typedef struct FluidsimSettings { float generateParticles; /* smooth fluid surface? */ float surfaceSmoothing; + /* number of surface subdivisions*/ + int surfaceSubdivs; + int unusedDNADummy; /* particle display - size scaling, and alpha influence */ float particleInfSize, particleInfAlpha; |