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2010-02-12correct fsf addressCampbell Barton
2009-09-15* Added RNA path functionality to fluidsim modifier settings, to allow ↵Matt Ebb
keying of fluidsim settings properties. Note: Although the properties can be animated with the RNA system, the values are not exported to the actual fluid sim yet, that can come later.
2009-07-022.5: Physics ButtonsBrecht Van Lommel
All kinds of changes to get it ready for UI layouts. This means RNA and operators should be working correct, but most buttons are still not actually there yet. * Added near empty soft body, fluid, field and collision panels, tweaks to cloth panels. * Fluid bake works, but without escape or showing any progress. * Fluid/Softbody/Cloth/Collision can now be both added as modifiers or in the physics panels. * Missing: fields & soft body for particles. * Missing: proper updating softbodies, guess this code still needs updates after pointcache refactor?
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2008-12-29RNABrecht Van Lommel
* DNA_object_fluidsim.h: done, patch by Nathaniel Garbutt, thanks! Some changes to make it more complete and adding inheritance to better hide irrelevant and reused properties. * Also added all derived types for modifiers, but only fluid is filled in currently. * Some files converted from DOS to UNIX line endings.
2008-10-03Bugfix for fluidsim UI inconsistencies, please check your settings in old filesDaniel Genrich
2008-08-14Bugfix for a) Fluid ipos gone after save-load b) changing viscosity causes ↵Daniel Genrich
fluidsim to be reversed [both reported by broken] (at least 3 known bugs left)
2008-07-29UI fixes are the hardest ones.. (2nd try)Daniel Genrich
2008-07-28WIP commit, completely untested (should introduce: 1. copy of modifier ↵Daniel Genrich
settings work, 2. reverse domain, 3. reverse control)
2008-07-25Fluid control: WIP commit before weekend, not working is crashing on the ↵Daniel Genrich
first 3 frames
2008-07-11svn merge -r 15409:15529 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-07-08Introduced quality to GUI, not yet tested (WIP commit)Daniel Genrich
2008-07-07Another addition of time values, yet some things to followDaniel Genrich
2008-07-04Initial GUI implementation, yet not functionalDaniel Genrich
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2006-11-05- bugfixesNils Thuerey
#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
2006-05-11- New options for mesh voxelization: shell only (alsoNils Thuerey
works for non closed objects), volume ("normal"/old way of doing it), and a combination of both: http://www10.informatik.uni-erlangen.de/~sinithue/blender/voltcomp_sm.jpg - Finally included bjornmose MSVC6 fixes - Added support for animated meshes, e.g. meshes with parented skeletons. Is enabled for obstacles with a new button. A simple example with Bassam's mancandy can be found here: http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.mpg http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid2_mancandy.blend (Warning - keep meshes as simple as possible, e.g. turn off subsurf for baking. Export probably shoulb be further optimized.) - Changed handling of no/free/part slip obstacles, see: http://www10.informatik.uni-erlangen.de/~sinithue/blender/bndtcomp_sm.jpg - Removed surface particle option for upcoming release, needs more testing & tweaking - Added tracer particles instead (swimming along in the fluid) - Updated wiki (description of IPOs still missing).
2006-03-29Several minor fixes:Nils Thuerey
- Added part of Austin's msvc8 fixes (vector::erase function was "misused"), hopefully compiles better now. - Ctrl-b now also bakes a selected fluidsim domain similar to the softbodies. - Added surface smoothing option for domains: default is 1, higher values result in a smoother surface (and probably slightly higher comupation times), while 0 means the surface is not modified at all. - Added BLENDER_ELBEEMBOBJABORT environment variable in readBobj, if >0 quits blender when a not yet existing fluidsim frame should be loaded. Useful for rendering simulations as far as possible from the command line. - Surface normals pointer is now set to NULL in readfile.c - Fixed win32 error string handling, now uses a function to return the string from the solver. - Fixed fluidsim particle halo scaling problem. - Solver update
2006-02-27Sorry for the big commit, but I've been fixing many of theseNils Thuerey
issues in parallel... So this commit contains: an update of the solver (e.g. moving objects), integration of blender IPOs, improved rendering (motion blur, smoothed normals) and a first particle test. In more detail: Solver update: - Moving objects using a relatively simple model, and not yet fully optimized - ok for box falling into water, water in a moving glass might cause trouble. Simulation times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot might also cause slowdowns. - Additional obstacle settings: noslip (as before), free slip (move along wall freely) and part slip (mix of both). - Obstacle settings also added for domain boundaries now, the six walls of the domain are obstacles after all as well - Got rid of templates, should make compiling for e.g. macs more convenient, for linux there's not much difference. Finally got rid of parser (and some other code parts), the simulation now uses the internal API to transfer data. - Some unnecessary file were removed, the GUI now needs 3 settings buttons... This should still be changed (maybe by adding a new panel for domain objects). IPOs: - Animated params: viscosity, time and gravity for domains. In contrast to normal time IPO for Blender objects, the fluidsim one scales the time step size - so a constant 1 has no effect, values towards 0 slow it down, larger ones speed the simulation up (-> longer time steps, more compuations). The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect). - For objects that are enabled for fluidsim, a new IPO type shows up. Inflow objects can use the velocity channels to animate the inflow. Obstacles, in/outflow objects can be switched on (Active IPO>0) and off (<0) during the simulation. - Movement, rotation and scaling of those 3 types is exported from the normal Blender channels (Loc,dLoc,etc.). Particles: - This is still experimental, so it might be deactivated for a release... It should at some point be used to model smaller splashes, depending on the the realworld size and the particle generation settings particles are generated during simulation (stored in _particles_X.gz files). - These are loaded by enabling the particle field for an arbitrary object, which should be given a halo material. For each frame, similar to the mesh loading, the particle system them loads the simulated particle positions. - For rendering, I "abused" the part->rt field - I couldnt find any use for it in the code and it seems to work fine. The fluidsim particles store their size there. Rendering: - The fluidims particles use scaled sizes and alpha values to give a more varied appearance. In convertblender.c fluidsim particle systems use the p->rt field to scale up the size and down the alpha of "smaller particles". Setting the influence fields in the fluidims settings to 0 gives equally sized particles with same alpha everywhere. Higher values cause larger differences. - Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals computed by the solver are used. This is basically done by switching off the normal recalculation in convertblender.c (the function calc_fluidsimnormals handles other mesh inits instead of calc_vertexnormals). This could also be used to e.g. modify mesh normals in a modifier... - Another change is that fluidsim meshes load the velocities computed during the simulation for image based motion blur. This is inited in load_fluidsimspeedvectors for the vector pass (they're loaded during the normal load in DerivedMesh readBobjgz). Generation and loading can be switched off in the settings. Vector pass currently loads the fluidism meshes 3 times, so this should still be optimized. Examples: - smoothed normals versus normals from subdividing once: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png - fluidsim particles, size/alpha influence 0: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png size influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png size & alpha influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png - the standard drop with motion blur and particles: http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg (here's how it looks without http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg) - another inflow animation (moving, switched on/off) with a moving obstacle (and strong mblur :) http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg Things still to fix: - rotating & scaling domains causes wrong speed vectors - get rid of SDL code for threading, use pthreads as well? - update wiki documentation - cool effects for rendering would be photon maps for caustics, and motion blur for particles :)
2005-11-23- changed DerivedMesh integration, the fluidsim meshes nowNils Thuerey
replace the original one. so modifiers now work with them (apply modifier, or edit mode still work on original mesh). this should fix the three fluidsim bugs in the tracker. - fixed stupid makesdna problem (writing "char string[160+80]" isnt a good idea :) - changed GUI a bit, now displays an estimate of the required memory, there's still a problem with redrawing (currently relies on a call to the derived mesh generation) - the fluidsim struct changed to store the bounding box, and the current loaded surface mesh - temporary simulation files are now removed if env. var. BLENDER_DELETEELBEEMFILES is not set or zero - fluidsimSettingsFree now gets properly called when freeing an object
2005-11-09- popup menu now aborts by defaultNils Thuerey
- changed directory/prefix input (only 1 string instead of two, more similar to render output settings now) - changed reading/writing of surface files - slightly enhanced surface smoothness
2005-10-10- added option to switch off compiling elbeem to scons files (set ↵Nils Thuerey
USE_FLUIDSIM=true) in this case only the new blenderdummy.cpp and utilities.cpp have to be compiled - restructured gui: * domain options split up into 2 sections * added compressibility and refinement settings * added inflow/outflow object types - increased progress bar by 1
2005-09-18the fluidsim UI and blender interface filesJean-Luc Peurière