PhysX Fluid Simulation in Softimage ICE

Plugins linking to this thread: (hide)

PhysX Fluid SimulationAuthor: Oleg Bliznuk
This ICE compound wraps a CUDA implentation of the SPH fluid algorithm and allows a very fast particle simulation of fluids on NVidia GPUs. CPU mode is also available, also rather fast and not limited by the available GPU RAM. CPU mode can be used as the default mode or as a fallback mode.

See the si-community thread linked below for details and tips on using this compound. Here's a test video by Tekano with 2 million particles.

local backup: Waterfall_FX.rar

Discussions about SOFTIMAGEs© Interactive Creative Environment©
User avatar
Mr.Core
Posts: 148
Joined: 10 Aug 2011, 12:35
Skype: giga-core
Location: Kharkov, Ukraine

Re: PhysX Fluid Simulation in Softimage ICE

Post by Mr.Core » 19 Feb 2012, 19:27

I'll post an update later (most likely after kepler releasing), I am currently sitting on the 7300GT so it's a quite difficult to debug physx on it :D

nuverian
Posts: 143
Joined: 29 Sep 2011, 23:25
Location: Greece
Contact:

Re: PhysX Fluid Simulation in Softimage ICE

Post by nuverian » 29 Feb 2012, 00:08

This really looks fantastic! Unfortunately I get the same issue as mamali132002 has. Scene loads, particles apear, but dont get any simulation going on. Under plugin manager, the .dll is marked as invalid as well :/

In any case though. Great work as it seems from above! :-bd
Portfolio / Blog
http://www.nuverian.net

aley
Posts: 5
Joined: 20 Aug 2010, 10:55

Re: PhysX Fluid Simulation in Softimage ICE

Post by aley » 06 Mar 2012, 21:26

Has anyone got this working in Softimage 2012 SAP?

I have moved the dll into the correct folder as stated in the text document that comes with the download, also have the microsoft c++ installed although it's a newer version than the one that the download link points to.

I am also a little confused about where the workgroup is that I am meant to connect, can't find any workgroup folder within the download folder.

Any help would be super awesome, sorry if I am just been plain stupid here.

Thanks.

Alex.

User avatar
Hirazi Blue
Administrator
Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: PhysX Fluid Simulation in Softimage ICE

Post by Hirazi Blue » 06 Mar 2012, 21:32

If I recall correctly, you unRAR the archive, take the dll's out of there and use the folder you have just unRARred as the entry point of the workgroup...
Stay safe, sane & healthy!

aley
Posts: 5
Joined: 20 Aug 2010, 10:55

Re: PhysX Fluid Simulation in Softimage ICE

Post by aley » 06 Mar 2012, 21:56

Cool, thanks will try that tomorrow. Cheers for the help.

User avatar
Memag
Posts: 339
Joined: 09 Aug 2010, 01:37
Location: Tits

Re: PhysX Fluid Simulation in Softimage ICE

Post by Memag » 12 Mar 2012, 23:40


User avatar
Tekano
Posts: 488
Joined: 09 Jun 2009, 14:49
Location: London, UK

Re: PhysX Fluid Simulation in Softimage ICE

Post by Tekano » 13 Mar 2012, 13:16

Gossip is what no one claims to like, but everybody enjoys.

User avatar
dwigfor
Posts: 395
Joined: 17 Nov 2009, 17:46

Re: PhysX Fluid Simulation in Softimage ICE

Post by dwigfor » 13 Mar 2012, 15:41


User avatar
druitre
Posts: 471
Joined: 25 Jun 2009, 23:35

Re: PhysX Fluid Simulation in Softimage ICE

Post by druitre » 15 Mar 2012, 18:13

Brilliant, mr Core! Works on my GTX 460 (1 GB). Any news on next version? Mainly dynamic obstacle without convex hull restriction would be very nice. But thanks for this as it is!!

Tekano: how're you setting particle color like in your screencaps - looks like a gradient on velocity? I'm using a colorinfoswitch compound (got it from XSIbase user dubCUT) but not getting quite the same result.

User avatar
Tekano
Posts: 488
Joined: 09 Jun 2009, 14:49
Location: London, UK

Re: PhysX Fluid Simulation in Softimage ICE

Post by Tekano » 15 Mar 2012, 19:50

Hi druite

think I just get particle speed > rescale to 0,1 > input onto a color gradient

simples! :)
Gossip is what no one claims to like, but everybody enjoys.

User avatar
Mr.Core
Posts: 148
Joined: 10 Aug 2011, 12:35
Skype: giga-core
Location: Kharkov, Ukraine

Re: PhysX Fluid Simulation in Softimage ICE

Post by Mr.Core » 15 Mar 2012, 20:04

druitre
Thanks for feedback, I will get back on it as soon as kepler ( gtx 680 ) will ship because I have no ability to test plugin in the gpu mode at this time, sorry

User avatar
Tekano
Posts: 488
Joined: 09 Jun 2009, 14:49
Location: London, UK

Re: PhysX Fluid Simulation in Softimage ICE

Post by Tekano » 15 Mar 2012, 20:39

you know Im tempted to ship out a GTX to you mr. Core, just until the 680 arrives :ymhug:
Gossip is what no one claims to like, but everybody enjoys.

User avatar
druitre
Posts: 471
Joined: 25 Jun 2009, 23:35

Re: PhysX Fluid Simulation in Softimage ICE

Post by druitre » 16 Mar 2012, 11:12

Tekano wrote:Hi druite

think I just get particle speed > rescale to 0,1 > input onto a color gradient

simples! :)
Yes, that's what I initially did, and it does sound simple... but all I get is a uniform color (somewhere on the gradient), as if all particles have the same speed. Where do you plug the color gradient in - I get nothing if i plug into the emitter 'color' input and the uniform color if I use a 'modify particle color' and plug it into a new port below the emitter.

That colorinfoswitch is nothing more than a prefab setup to easily switch between all sorts of input to drive color, but it's giving me the same result.

User avatar
Tekano
Posts: 488
Joined: 09 Jun 2009, 14:49
Location: London, UK

Re: PhysX Fluid Simulation in Softimage ICE

Post by Tekano » 16 Mar 2012, 11:28

oh ok will have a look into the scene later and post a compound - actually remembering now, I think the rescale was just plugged into the weight of a 'blend' color node rather than a gradient. so blending between blue and white. make sure that the particle speed is checked so you know how much to change the rescale amounts from
Gossip is what no one claims to like, but everybody enjoys.

User avatar
Mr.Core
Posts: 148
Joined: 10 Aug 2011, 12:35
Skype: giga-core
Location: Kharkov, Ukraine

Re: PhysX Fluid Simulation in Softimage ICE

Post by Mr.Core » 16 Mar 2012, 14:01

>>Im tempted to ship out a GTX to you
Good news! :ymhug: :D

druitre
Did you solve velocity after plug-it into the gradient ? By default, physx compound doesnt set the velocity attribute, you need to do it manually by setting pointposition in custom attribute ( for ex: self.prev_pppos ) before the compound and subtracting it from the new pointpositions after the compound.
Attachments
1.png

User avatar
druitre
Posts: 471
Joined: 25 Jun 2009, 23:35

Re: PhysX Fluid Simulation in Softimage ICE

Post by druitre » 20 Mar 2012, 21:36

Thanks mr Core, that did the trick.

Are there more attributes obtainable this way? I'm looking for something that is called 'vorticity' in Realflow, it's used to get a foamy look.

"Vorticity is a mathematical concept used in fluid dynamics. It can be related to the amount of "circulation" or "rotation" (or more strictly, the local angular rate of rotation) in a fluid."

So, the places where there are little vortexes. Slightly different from rotational speed of individual particles, I guess.

Post Reply

Who is online

Users browsing this forum: No registered users and 24 guests