Nodes for everything (almost), modeling, animation, physics, rendering, post processing, et al. but that would open up so many possibilities.
@MrSorbias7 жыл бұрын
Mantaflow
@kariboo847 жыл бұрын
was sure to find you here but where is ?
@MrSorbias4 жыл бұрын
@@kariboo84 Idk, but I'm here again... :facepalm
@pankajkumar-yy3km4 жыл бұрын
And this thing got released.
@technoendo7 жыл бұрын
This project has kinda flown under my radar. I love Blender's simulation systems and this looks like a great step forward. Thank you Sebastian Barschkis and the Blender Foundation for working to bring us this advancement in Blender 2.8! I'm excited enough I may have to go look for some dev builds to try this out!
@nascentspace4 жыл бұрын
It's finally here
@Yui7147 жыл бұрын
Pixel Junk Shooter, Terreria, Minecraft are all games I bought and poured hours into most because its fun to play with water. Game with cool water physics and interactivity = instant win. Its one of the last things modern games are still missing. Actual water.
@LiamS20056 жыл бұрын
This isn’t for real time simulations, so it can’t currently be implemented into games (at least not this well).
@PowerSports7 жыл бұрын
Some materials presets would be awesome! For example, a default clear water material, a default smoke and fire material, etc. Any time I work with smoke and fire, i have to import a previously-created material from an older project.
@pixelflow7 жыл бұрын
Its always great to see people taking on adding awesome features like this. Keep up the cool work!
@ksepastremenos7 жыл бұрын
no viscosity, no current plans for rendering optimization, no floating objects. Not exaxtly next generation, but still really exciting.
@Deutsch-Pie7 жыл бұрын
I hope it will have a controls, like follow path, or spheric empties for controlling the water on a curtain places in 3D. Thanks for Mantaflow ! :)
@mediafgh90056 жыл бұрын
19:00 it's a good conference, thanks for it, maybe you can see that the column of water after crown is more even that you calculate it actulally.
@uday2730c7 жыл бұрын
this is just the great thing... thanks developers for this!
@Meteotrance7 жыл бұрын
yes keep the old particule system, i still use it for fake 2D sprite render and fantasy compositing pupose wich is more faster, not only for real time, but yeah the fluid simluation need this improvement especialy for muddy water, can also be good for simulate napalm flame.
@amoose1367 жыл бұрын
Is it possible to have the particles carry color values that mix with their nearest neighbors (faster with higher Reynolds number)? It'd be awesome to be able to simulate fluid mixing.
@mickyr1714 жыл бұрын
Seeings the particles have velocity info, is there any way to extract that to color the mesh in liquids? or even use it for the smoke?
@mosog88295 жыл бұрын
When is white water effect coming. Can we achieve fluid and particles effect like in Houdini, Krakatoa, thinking particles, Realflow or fume fx?
@annekedebruyn77975 жыл бұрын
Mantaflow is coming hopefully with 2.82 which is most likely early next year. That will feature white water particles (called float and tracer here.) While you can do similar fluid effects like Houdini and Realflow, Mantaflow is not as artist friendly. So you aren't going to be able to mix fluid colors for example. Regarding fire and smoke effects, it's not as overly detailed like you'll get from FumeFX and Houdini as they are using textures to add extra detail but it is a solid fluid engine.
@mosog88295 жыл бұрын
@@annekedebruyn7797 Wow! Thanks for the info.
@NicolasSilvaVasault5 жыл бұрын
blender 2.8 is finally out, how is the development of mantaflow going on?
@xox87175 жыл бұрын
it's planned for 2.82, there is already a branch for it.
@NicolasSilvaVasault5 жыл бұрын
@@xox8717 i don't get how 2.81 is taking so long to be released and yet 2.82 already exists, i'm hoping mantaflow will be as robust as flip fluids is right now
@manywaypictures6726 жыл бұрын
Hi, great stuff to come. One thing that always gets missed at firesimulations is soot deposition around the smoke, where materials are hit, as well as the combustion of the burning materials. Will these be implemented as well after Blender 2.80?
@VitorGuerreiroVideos7 жыл бұрын
this is great stuff!! does this new system allow to export vector fields from blender, so we could use it, for instance, in Unreal Engine 4 to control other particle systems? Maya allows to export Vector Fields that UE4 can read..
@criticalphil36776 жыл бұрын
i don't see why they cant give an obstacle, the same properties as a float particle with a mass constraint to control the velocity and flotation of the obstacle. then again i am not smart enough to understand what is exactly needed to make this work but if it already works for a float particle... in theory the science is there already to implement it to obstacles, you can already set an object shape to be the shape of a float particle, so why couldnt that shape have its own float settings, am i right or wrong here?
@HEEROCKSS6 жыл бұрын
Didnt know that Tyrion Lannister is a Computer Science Student :P Awesome Work Sebastian!
@seriouslycoolful7 жыл бұрын
Amazing! Can't wait to see how Mantaflow develops. As far as my uses go, viscosity is the only really big thing that's missing. You're really spoiling us with eevee first, and now this. Will there be a way to use float particles etc. to create foam/bubbles and other effects?
@fabiobiffcg49807 жыл бұрын
will be possible control the fluid with force fields? The current fluid doesn't interact with force fields and it's impossible to create some effects.
@MovingThePicture7 жыл бұрын
Are there already builds with mantaflow?
@seriouslycoolful7 жыл бұрын
Yes! I just found one yesterday, there's also a basic tutorial up on KZbin somewhere too. graphicall.org/1199
@Meteotrance7 жыл бұрын
I wish they put a real PBR fluid and glass node for the shader to have real chromatic aberation, to simulate some rainbow effect on the caustic and refraction, because in real world glass and water act like that, with fresnel.
@josephbrandenburg43737 жыл бұрын
It's all doable with the nodes they have-- I don't see the advantage of a dedicated node. Also, chromatic aberration happens in the camera- so do it in composite. Dispersion in Cycles isn't difficult, just takes a lot of samples. Maybe a Dispersion BSDF would be nice, if it renders faster than the method I use (transmission shaders ADDed together, then MIXed with a glossy by fresnel).
@Meteotrance7 жыл бұрын
I now the trick of using 3 RGB Refraction node with different refraction index value, for each, but it's not convincing at all and stupid waste of time, Glass and refraction node should have a dispertion feature, and i also use the Glare dispertion node and for the lens, but this thing work only in 2D compositing tricks and are note link to object surface or caustic, i found a guy that make a shader that simulate that by faking it, and it's work also with substance designer texture.
@josephbrandenburg43737 жыл бұрын
Meteotrance I wonder if the three node trick is physically accurate or not. I guess not, since light can be many colors besides red, green and blue. It seems to me that setting the IoR for every concievable wavelength of light would be very tedious, however. And I don't think anyone would be happy with "faking it." Maybe they should add a dedicated dispersion node.
@Meteotrance7 жыл бұрын
most 3D package are able to render that also IES light volumetric should be used for most pupose instead of HDRI for artificial light. most of them are free to use, and some light compagnie publish those a lot.
@psifis7 жыл бұрын
Thank you very much indeed
@fabriciosouza4087 жыл бұрын
I keep wonder me if we can simulate a tensile teste in blender, is it possible?
@MrPaceTv5 жыл бұрын
Yeah you can I think, it will be an illusion but for material properties and other engineering results you will need Ansys or Comsol.
@AlexAtiq6 жыл бұрын
will this support gpu acceleration ?
@carlosgomezasensio90577 жыл бұрын
I understand that Mantaflow will be 2.78. Its ok?
@Zev_Reef7 жыл бұрын
Maybe you mean 2.8 Since 2.79 is already out
@KiR_3d5 жыл бұрын
I want smoke on the water! :)
@Frozen_Death_Knight5 жыл бұрын
And fire in the sky! :D
@KiR_3d5 жыл бұрын
Fire in the sky is not a problem ))
@frechjo4 жыл бұрын
Some stupid with a flare gun burned the place to the ground.
@jojolafrite904 жыл бұрын
2020 and still the shit is so glitchy and pathetic that even a fresh install does always the same shit, not even ONE little gas simulation works even a little...
@Capeau4 жыл бұрын
never liked how the blender fluids looked and they still have that awkward look imho. So I dont really agree with the next-gen hype or it being a payed software-killer of "hollywood quality". Still, as free software, nice to have and still has its uses for not too complicated things!
@kokoze3 жыл бұрын
Well everybody always uses super low quality domain resoultions which gives ugly results. They do that because they probably don't have good enough hardware or that they don't like to wait. When I get myself more RAM (so that I will have 64GB) I will do some high quality tests :)
@solsolsol73673 жыл бұрын
@@kokoze no, unfortunately smoke vorticity is certainly broken
@kokoze3 жыл бұрын
@@solsolsol7367 Oh yeah that is true. The whole system seems to be broken... can't wait for them redo it again hah
@jojolafrite904 жыл бұрын
Blender deserves GOOD fluid simulations. Not that shitty thing. He says himself he copy pasted some codes that are shit by themselves into a shit gas factory.
@coconutbliss14447 жыл бұрын
these people shuld spend more time irl, the elements dont behave like that... real life elements arent that fancy. but hey, sensation, right?
@amit844177 жыл бұрын
coconut bliss they are trying to get an approximation mate. Just like in the traditional animation where the key poses are drawn first so that Atleast the main visual elements of a motion are captured, these simulations mimic an exaggerated real life fluid. The fancy part here actually allows it to be Atleast the mere depiction of the actual fluid moment it is considered with.