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test2/intern/elbeem/intern/ntl_blenderdumper.cpp

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2011-02-25 10:51:01 +00:00
/** \file elbeem/intern/ntl_blenderdumper.cpp
* \ingroup elbeem
*/
/******************************************************************************
*
* El'Beem - Free Surface Fluid Simulation with the Lattice Boltzmann Method
- 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
2006-11-05 16:30:29 +00:00
* Copyright 2003-2006 Nils Thuerey
*
* Replaces std. raytracer, and only dumps time dep. objects to disc
*
*****************************************************************************/
#include <fstream>
#include <sys/types.h>
#include "utilities.h"
#include "ntl_matrices.h"
#include "ntl_blenderdumper.h"
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
#include "ntl_world.h"
#include "solver_interface.h"
#include "globals.h"
#include <zlib.h>
#ifdef LBM_GZIP_OVERRIDE_H
# include LBM_GZIP_OVERRIDE_H
#else
# define LBM_GZIP_OPEN_FN(a, b) gzopen(a, b)
#endif
/******************************************************************************
* Constructor
*****************************************************************************/
ntlBlenderDumper::ntlBlenderDumper() : ntlWorld()
{
// same as normal constructor here
}
ntlBlenderDumper::ntlBlenderDumper(string filename, bool commandlineMode) :
ntlWorld(filename,commandlineMode)
{
// init world
}
/******************************************************************************
* Destructor
*****************************************************************************/
ntlBlenderDumper::~ntlBlenderDumper()
{
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
debMsgStd("ntlBlenderDumper",DM_NOTIFY, "ntlBlenderDumper done", 10);
}
/******************************************************************************
* Only dump time dep. objects to file
*****************************************************************************/
int ntlBlenderDumper::renderScene( void )
{
char nrStr[5]; /* nr conversion */
ntlRenderGlobals *glob = mpGlob;
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
ntlScene *scene = mpGlob->getSimScene();
- 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
2006-11-05 16:30:29 +00:00
bool debugOut = false;
bool debugRender = false;
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
#if ELBEEM_PLUGIN==1
debugOut = false;
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
#endif // ELBEEM_PLUGIN==1
vector<string> gmName; // gm names
vector<string> gmMat; // materials for gm
int numGMs = 0; // no. of .obj models created
if(debugOut) debMsgStd("ntlBlenderDumper::renderScene",DM_NOTIFY,"Dumping geometry data", 1);
long startTime = getTime();
snprintf(nrStr, 5, "%04d", glob->getAniCount() );
// local scene vars
vector<ntlTriangle> Triangles;
vector<ntlVec3Gfx> Vertices;
vector<ntlVec3Gfx> VertNormals;
- 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
2006-11-05 16:30:29 +00:00
// check geo objects
int idCnt = 0; // give IDs to objects
for (vector<ntlGeometryClass*>::iterator iter = scene->getGeoClasses()->begin();
iter != scene->getGeoClasses()->end(); iter++) {
if(!(*iter)->getVisible()) continue;
int tid = (*iter)->getTypeId();
if(tid & GEOCLASSTID_OBJECT) {
- 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
2006-11-05 16:30:29 +00:00
// normal geom. objects -> ignore
}
if(tid & GEOCLASSTID_SHADER) {
ntlGeometryShader *geoshad = (ntlGeometryShader*)(*iter); //dynamic_cast<ntlGeometryShader*>(*iter);
string outname = geoshad->getOutFilename();
if(outname.length()<1) outname = mpGlob->getOutFilename();
geoshad->notifyShaderOfDump(DUMP_FULLGEOMETRY, glob->getAniCount(),nrStr,outname);
for (vector<ntlGeometryObject*>::iterator siter = geoshad->getObjectsBegin();
siter != geoshad->getObjectsEnd();
siter++) {
if(debugOut) debMsgStd("ntlBlenderDumper::BuildScene",DM_MSG,"added shader geometry "<<(*siter)->getName(), 8);
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
(*siter)->notifyOfDump(DUMP_FULLGEOMETRY, glob->getAniCount(),nrStr,outname, this->mSimulationTime);
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
bool doDump = false;
bool isPreview = false;
// only dump final&preview surface meshes
if( (*siter)->getName().find( "final" ) != string::npos) {
doDump = true;
} else if( (*siter)->getName().find( "preview" ) != string::npos) {
doDump = true;
isPreview = true;
}
if(!doDump) continue;
- 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
2006-11-05 16:30:29 +00:00
// dont quit, some objects need notifyOfDump call
if((glob_mpactive) && (glob_mpindex>0)) {
continue; //return 0;
}
// only dump geo shader objects
Triangles.clear();
Vertices.clear();
VertNormals.clear();
(*siter)->initialize( mpGlob );
(*siter)->getTriangles(this->mSimulationTime, &Triangles, &Vertices, &VertNormals, idCnt);
idCnt ++;
- 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
2006-11-05 16:30:29 +00:00
// WARNING - this is dirty, but simobjs are the only geoshaders right now
SimulationObject *sim = (SimulationObject *)geoshad;
LbmSolverInterface *lbm = sim->getSolver();
// always dump mesh, even empty ones...
// dump to binary file
std::ostringstream boutfilename("");
//boutfilename << ecrpath.str() << outname <<"_"<< (*siter)->getName() <<"_" << nrStr << ".obj";
boutfilename << outname <<"_"<< (*siter)->getName() <<"_" << nrStr;
if(debugOut) debMsgStd("ntlBlenderDumper::renderScene",DM_MSG,"B-Dumping: "<< (*siter)->getName()
<<", triangles:"<<Triangles.size()<<", vertices:"<<Vertices.size()<<
" to "<<boutfilename.str() , 7);
gzFile gzf;
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
// output velocities if desired
if((!isPreview) && (lbm->getDumpVelocities())) {
std::ostringstream bvelfilename;
bvelfilename << boutfilename.str();
bvelfilename << ".bvel.gz";
/* wraps gzopen */
gzf = LBM_GZIP_OPEN_FN(bvelfilename.str().c_str(), "wb9");
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
if(gzf) {
int numVerts;
if(sizeof(numVerts)!=4) { errMsg("ntlBlenderDumper::renderScene","Invalid int size"); return 1; }
numVerts = Vertices.size();
gzwrite(gzf, &numVerts, sizeof(numVerts));
for(size_t i=0; i<Vertices.size(); i++) {
// returns smoothed velocity, scaled by frame time
ntlVec3Gfx v = lbm->getVelocityAt( Vertices[i][0], Vertices[i][1], Vertices[i][2] );
// translation not necessary, test rotation & scaling?
for(int j=0; j<3; j++) {
float vertp = v[j];
//if(i<20) errMsg("ntlBlenderDumper","DUMP_VEL final "<<i<<" = "<<v);
gzwrite(gzf, &vertp, sizeof(vertp)); }
}
gzclose( gzf );
}
}
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
// compress all bobj's
boutfilename << ".bobj.gz";
/* wraps gzopen */
gzf = LBM_GZIP_OPEN_FN(boutfilename.str().c_str(), "wb1"); // wb9 is slow for large meshes!
if (!gzf) {
errMsg("ntlBlenderDumper::renderScene","Unable to open output '" + boutfilename.str() + "' ");
return 1; }
- 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
2006-11-05 16:30:29 +00:00
// dont transform velocity output, this is handled in blender
// current transform matrix
ntlMatrix4x4<gfxReal> *trafo;
trafo = lbm->getDomainTrafo();
if(trafo) {
// transform into source space
for(size_t i=0; i<Vertices.size(); i++) {
Vertices[i] = (*trafo) * Vertices[i];
}
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
}
- 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
2006-11-05 16:30:29 +00:00
// rotate vertnormals
ntlMatrix4x4<gfxReal> rottrafo;
rottrafo.initId();
if(lbm->getDomainTrafo()) {
// dont modifiy original!
rottrafo = *lbm->getDomainTrafo();
ntlVec3Gfx rTrans,rScale,rRot,rShear;
rottrafo.decompose(rTrans,rScale,rRot,rShear);
rottrafo.initRotationXYZ(rRot[0],rRot[1],rRot[2]);
// only rotate here...
for(size_t i=0; i<Vertices.size(); i++) {
VertNormals[i] = rottrafo * VertNormals[i];
normalize(VertNormals[i]); // remove scaling etc.
}
}
- 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
2006-11-05 16:30:29 +00:00
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
// write to file
int numVerts;
if(sizeof(numVerts)!=4) { errMsg("ntlBlenderDumper::renderScene","Invalid int size"); return 1; }
numVerts = Vertices.size();
gzwrite(gzf, &numVerts, sizeof(numVerts));
for(size_t i=0; i<Vertices.size(); i++) {
for(int j=0; j<3; j++) {
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
float vertp = Vertices[i][j];
gzwrite(gzf, &vertp, sizeof(vertp)); }
}
// should be the same as Vertices.size
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
if(VertNormals.size() != (size_t)numVerts) {
errMsg("ntlBlenderDumper::renderScene","Normals have to have same size as vertices!");
VertNormals.resize( Vertices.size() );
}
gzwrite(gzf, &numVerts, sizeof(numVerts));
for(size_t i=0; i<VertNormals.size(); i++) {
for(int j=0; j<3; j++) {
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
float normp = VertNormals[i][j];
gzwrite(gzf, &normp, sizeof(normp)); }
}
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
int numTris = Triangles.size();
gzwrite(gzf, &numTris, sizeof(numTris));
for(size_t i=0; i<Triangles.size(); i++) {
for(int j=0; j<3; j++) {
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
int triIndex = Triangles[i].getPoints()[j];
gzwrite(gzf, &triIndex, sizeof(triIndex)); }
}
gzclose( gzf );
Sorry for the big commit, but I've been fixing many of these 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 :)
2006-02-27 11:45:42 +00:00
debMsgStd("ntlBlenderDumper::renderScene",DM_NOTIFY," Wrote: '"<<boutfilename.str()<<"' ", 2);
numGMs++;
}
}
}
// output ecr config file
if(numGMs>0) {
if(debugOut) debMsgStd("ntlBlenderDumper::renderScene",DM_MSG,"Objects dumped: "<<numGMs, 10);
} else {
- 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
2006-11-05 16:30:29 +00:00
if((glob_mpactive) && (glob_mpindex>0)) {
// ok, nothing to do anyway...
} else {
errFatal("ntlBlenderDumper::renderScene","No objects to dump! Aborting...",SIMWORLD_INITERROR);
return 1;
}
}
- 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
2006-11-05 16:30:29 +00:00
// debug timing
long stopTime = getTime();
debMsgStd("ntlBlenderDumper::renderScene",DM_MSG,"Scene #"<<nrStr<<" dump time: "<< getTimeString(stopTime-startTime) <<" ", 10);
// still render for preview...
- 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
2006-11-05 16:30:29 +00:00
if(debugRender) {
debMsgStd("ntlBlenderDumper::renderScene",DM_NOTIFY,"Performing preliminary render", 1);
ntlWorld::renderScene(); }
else {
// next frame
glob->setAniCount( glob->getAniCount() +1 );
}
return 0;
}