Is it possible to create a fluid simulation like this one in Blender in Unreal 4?

Guys are these the correct steps to follow to get Flex up and running in U4.10.2?

Special instructions for FleX branch:

1 git clone https://github.com/NvPhysX/UnrealEngine.git

2 You should now be on the release branch. Run setup.bat. You can now run GenerateProjectFiles.bat, build UE4, run it, etc.

3 git branch –t FleX origin/FleX

4 git checkout FleX

5 GenerateProjectFiles.bat

6 Open .sln, build UE4.

7 Run UE4 Editor, open the FleX test project.

So guys sorry scrap the entire idea with Flex.
My graphics card is not compatible.
I should have checked that for starters … but anyways, learned a ton :slight_smile:
Case closed.

I miss badly a torus vector field, around Torus through center +z, if anyone have some VF to share, it would be nice.

^^
I do not know, what you are trying to archieve exactly and how realistic it should be.
Have a look at [TOOL] Blender Vector Field Editor - Community & Industry Discussion - Epic Developer Community Forums
He is providing some examples, test them with own particles, so cool to play with.
:slight_smile:

Hopefully Epic will later add better support for compute shaders. That would be the best solution for simulations.

I wish Blender and Unreal would merge :slight_smile:
That would be awesome :-))))
Blender’s modeling tools awesome but game engine not that great, Unreal game engine great but not really a modeling program.

Lets tell the honest truth about blender shall we.

I agree, blender is awesome, IF you use it as intended.

What do I mean?

People with a lot of ram, i7 cpu and gtx 9xx, are seeing terribly slow viewport editing, as I am as well.

I can’t edit my mesh, as I need to whereas maya, max, meshmixer and just about any other app you can imgine, works fine.

The edit viewport performance IS a known issue, for many people and its noted on blenderartist forums and no doubt elsewhere.

I"d be able to use blender at least for a lot more editing, but my current mesh prohibits that given blenders current use of GL1x in the viewport, and last I knew, they were trying to upgrade it to a newer GL version, but I have no idea what the status is, and I’m not sure anyone has said much in that regard.

If your mesh has rather moderate requirements that won’t be a problem, I just wanted to make clear people know that while blender is great for those of us with meager budgets, it comes with a heafty caveat. Sculpting is also extremely inefficient because atm, the sculpting brush does not conform to topology making it very hard to do certain things. If you tried meshmixer or even sculptris, you would get it.

thx
nl

I cant really comment here because I haven’t worked on any really heavy or complex meshes in Blender yet but I do break my models up into layers and work on small pieces at a time. Yeah I hear you. No software is perfect. I work in a lot of different programs and they all have issues. One day … :slight_smile:

No Sry.
Even when blender is not perfect at some areas, its a complete package 2D / 3D animation.
Sculpting in Blender works different, as in Z-Brush yes and there is no blingbling autoretopo, but hey it’s free.
Blender could render nice, bake textures and be extended through *.py and is OS.
When you have the money to try out and learn the software you suggested above (max / maya) then do it, many have not to get a feet into meshing.
:slight_smile:

Dear friend i am developing water simulation in Maya. As the bucket will tilt the water will fall on the ground. After developing i want to import it in Unreal Engine.Can it be possible?Please give me some suggestion.