Have you any experience doing cool things like you do, but rendered in THREEJS?
@robertoguerra53754 күн бұрын
Can someone simulate a gearbox or a pulley system?
@segunda_parte7 күн бұрын
Awesome, very very awesome. Thank you so much.
@blastbuilder243014 күн бұрын
I'm trying to implement this in Unity but soon realized this is beyond me...
@WaldoRedelinghuys15 күн бұрын
fascinating
@blastbuilder243016 күн бұрын
What I found is that when using only one iteration the velocity error is too big that results in instability. I need at least 2 iterations to get stable results. Also too many substeps leads to vibrations, not exactly sure why but I guess it’s because the velocity gets bigger when the delta time is really small. When solving collision or distance constraint, the position change is irrelevant to delta t, so if you have a small delta the velocity is much bigger.
@blastbuilder243017 күн бұрын
Great video! I'm wondering if you will do a video about the SDF method?
I use library PhysicsJS library :) very simple to use :)
@benjaminlehmann29 күн бұрын
That was so great. Thanks
@MissPiggyM976Ай бұрын
Very well done, many thanks!
@DjellowmanАй бұрын
I feel like this video won't age well
@user-gy6cw7sx3qАй бұрын
Hi ! I don't really understand why at 1:45 you say a large stiffness implies stability problems ? I don't know if the link is obvious, but for me it isn't so if anyone has an explanation I'm open to it ! Thanks for all the work and resources you put out :D
@atomictravellerАй бұрын
concerning surface nets... why do all you graphics guys use first order interpolation then gradient descent to make up for the lack of using second order interpolation? :) cubic is just a few mults and adds. i'm your fiend, you should refiend me on dicsord, imagine banning me becaus ei got tortured by the u.s. government.
@YkulvaarlckАй бұрын
does XPBD not have a factor of lambda*alpha to the numerator of the calculation of lambda?
@olegnabatov5952Ай бұрын
Видеопоток, можно считать на декодере mp4.
@charlesaugustosantosdocarm7465Ай бұрын
Genius!
@ChristobanistanАй бұрын
I wish I could follow even a little of this. It looks very cool.
@namenloss7302 ай бұрын
I think the "unbreakable" thing can't be understated since Matthias is using a broken non conformal tetrahedral mesh and yet the simulation is still behaving quite nicely
@adidanusaputra47612 ай бұрын
Very impressive make me build an interest in programming
@michelangelobagnara68562 ай бұрын
Please consider helping Blender community to implement XPBD physics, you are the one that can do it, that would be great!
@7oca7hos72 ай бұрын
That would be cool
@keldencowanАй бұрын
XPBD is patented by Nvidia, there is no way it will be incorporated into major open source projects.
@michelangelobagnara6856Ай бұрын
@keldencowan There are different open source project implementing XPBD, and someone already implemented part of it in blender in google summer code
@shikaishik2 ай бұрын
素人が一からこのシミュレーションを作ろうとすることはできますかね?
@atomictraveller2 ай бұрын
wow, backwards name guy just banned me from your discord because i mentioned th eoj simpson mkultra child rape coverup in off topic. i guess, not so off topic huh.
@shakaibsafvi972 ай бұрын
Very Very impressive. Just wondering if you could add other 2D shapes as obstacles.... may be multiple 2D shapes.... !
@zp59162 ай бұрын
Is there a name for the method that is being used in Gauss-Seidel loop? I am new to this and I have seen examples of solvers solve for pressure in the iterative loops, then update velocity after. Here we directly update velocity.
@AlienXtream12 ай бұрын
THANKYOU! SO many talks about fluid simulations (and fluid/water in general) mistakingly claim (orimply) that water *is* incompressable. this is the first time i've seen someone correctly assert its "functionally incompressable" XD
@foggyhazel2 ай бұрын
Hi Matthias, I found your video from 8 years ago talking about air mesh for collision handling. Is that still applicable here? I am looking for a method to solve self intersecting cloth due to character animation (eg. arm pit and cubital area) which comes up a lot in production
@novavr3dnovaresearch7802 ай бұрын
Verlet integration handles constrains by adjusting previous position, which in some way, seem similar to PBD method. Could you compare the similarities and the differences between PBD vs Verlet. Thanks
@johnpelitidis62972 ай бұрын
You are amazing.
@perpetualrabbit3 ай бұрын
Unfortunate that you use X for position and P also for position. This is very confusing for me because P usually is used for momentum in physics, which is vector velocity times mass for a particle.
@gregor-alic3 ай бұрын
Hi! Have you also looked into eulerian simulation of advection? I used the same approach as you, however I find that semi-Lagrangian advection has a problem of energy loss. The problem arises when velocity vector is so great, that it "skips" a few cells and can end up inside a wall. In such cases, advected velocity becomes 0. I haven't been able to find a better method though.
@johnadriandodge3 ай бұрын
Shalom evening Mr. TMP Outstanding videos you have. Thank you for sharing and teaching. Night
@TheRojo3873 ай бұрын
So-called "incompressible" fluids aren't truly incompressible, as they manage to compress themselves under their own weight, more the deeper the fluid pool.
@Gawain-hi5pd3 ай бұрын
how do I implement self collisions with this?
@samsara20243 ай бұрын
I made the same algorithm using c#. It works but I can see a global dumping of the energy even with a single pendulum. What could be the reason? Thanks!
@johnpelitidis62973 ай бұрын
What you do is outstanding... Thank you 🙂
@johnpelitidis62973 ай бұрын
This scares me... who will own and control this technology?
@zhitongcui64713 ай бұрын
Very excellent tutorial!
@antoinedesbiens23433 ай бұрын
With the current constraints and the current mesh, it is possible to bring the object to a state where all constraints are working against each other, stopping the object from recovering to its rest form. You can grab the slider and move it quickly between the allowed min and allowed max and eventually you will see what I mean. Same if you are alternating between squash/run rapidly. Do you have suggestions to prevent this from happening?
@PeteJonesF63 ай бұрын
Love all of your videos, they are simply awesome, thank you so much for taking the time :) I was just wondering if there is a very minor 'bug' in your code or not (its probably totally unnoticible in the result). Should you not be using an unmodified height when reading the neighbours to compute the velocities? There may be some slight errors introduced due to reading the positional damped height in directions which cell heights have been updated this frame (line 247-252).
@Sopiro3 ай бұрын
I just found a gem!
@WizardOfAILand3 ай бұрын
LOVE THE VIDEOS!!!!!!! GREAT JOB!!!!! Could you do: Moving Least Squares Material Point Method ????
@WizardOfAILand3 ай бұрын
LOVE THE VIDEOS!!!!!!! GREAT JOB!!!!! Could you do: Moving Least Squares Material Point Method ????
@namenloss7303 ай бұрын
Hello Matthias, Would you have tet meshes of the dragon or the bunny that are topologically correct please? No offense but your blender plug in is a bit broken. There are holes within the meshes, and no manifold edges and vertices :/ Online I only find meshs with tens of thousands of tetrahedra
@maverick.laurel3 ай бұрын
Thank you so much for the great contents and I have been rewatching the videos many times! ❤ Definitely looking forward to the upcoming tutorials for viscous liquids and other fluid simulation methods.
@Gawain-hi5pd4 ай бұрын
If viscosity can be implemented, will fluids with a very high viscosity retain their shape when moving around?
@ghostbusterz4 ай бұрын
In code you subtract the actual distance *from* the rest distance (L0 - L), but in the mathematical equation you show subtracting the rest distance *from* the actual distance (L - L0). This is quite confusing.
@ghostbusterz4 ай бұрын
Confused about gradient calculations C1 and C2. C1 is shown visually as facing the opposite direction of C2, and yet its calculation is the same. Shouldn't it be X1 - X2 to go from X2 to X1?