Setting up our blogs (Dragonflood)
Downloading Linux OS from www.ubuntu.com.
Mr Ron was going through the storyboards with a flood spitting hydra.
Checking out sidefx.com and odforce.net forums.
There were some fluid effects where Percy encounters the multi-headed hydra and in pirates where they fell over a huge waterfall. Found the waterfall a good reference for the sh160 where the earth splits apart.




Watching videos introducing volume, FLIP and SPH particles.
The more substeps performed, the longer it takes to simulate.
Thus. FLIP (1x substep, fastest) > Volume (10x substep) > SPH (100x, slowest)
Volume and FLIP Fluids offers Bounding box/object to kill off any particles that leaves the bounding area, that way your system is not spending computational power to simulate them which can't seen anymore.
Distribution section explains how the various liquids' simulation can be distributed to different machines. The word "High Speed" means Volume & FLIP are more suitable for fluids that are fast moving (e.g. Water gushing out of a broken dam) while SPH are more suitable for slow moving particles.
Thoughts:
- Why doesn't SPH have a bounding box when it's the slowest out of the 3, shouldn't killing the unnecessary particles help with the speed?
- What makes SPH so much slower than the rest?


Watched videos on stormy ocean waves, there are foams and sprays.
- Are they created a separate particle like particle sprays or can FLIP/SPH?Volume achieve the same result?
Need a lot more informational.
ReplyDeleteReferences , thoughts, ideas, problems.
More more detail!
Ron