Training Livestream - Realtime Simulation and Volume Modelling Experiments - May 2 - Live from Epic!

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Thanks for the amazing plugin, ! I’m trying to replace the rainbow texture used in the 2DFluid simulation example with a media texture. However, the video doesn’t end up playing at all. The fluid sim does still play over the first frame or some random frame of the video.
This is the 2D Fluid sim I’m referring to: YouTube

I’m basically replacing the rainbow like material in the video with a media texture material. It is the material on the Alpha Preview static mesh plane.

When I place the same media material on a regular plane, it plays and loops just fine.

I believe the fluid sim itself is based on the Navier-Stokes method.

Additionally, if I want multiple players to interact with this fluid, how would you recommend doing that? There is no need for networking because I am using a depth camera to track users so the whole project will be running on a single PC.

Any help will be greatly appreciated.

For me it worked just fine when I rendered a media texture to a render target. I do that to do some tests of extracting chroma masks and then dilating them etc.

But I was testing using the new media framework in 4.20. Maybe it did not used to work? There is nothing fancy about seeding that rainbow, its just a draw material to RT event, and from then on it just gets passed into the sim render targets.

How can I download this Plugin?

https://www.youtube.com/watch?v=CWzP…outu.be&t=1196

Is this?
https://www.unrealengine.com/marketp…dscape-seasons

Thankyou

The Cloudscape Seasons was based on the same technology, but it is not the same asset as presented in the stream. This Livestream download sample can be found in this link: here

Thanks for answer.
It was very helpful for me.

@
I was wondering when the plugin will be updated to include the skeletal mesh options so we can create the smoke people you talked about on your blog.

@ Thanks again for this amazing plugin! I’m still stuck with trying to find a way to get multiple actors to interact with the 2DFluidSim BP.
Currently only the Paint_Pawn can affect the render targets in BP_FluidSimulation01. How can I get multiple actors in the scene to interact with the fluidsim by LineTracing. I want to have about 50 spawned actors interacting with the Fluid Simulation by uising linetracing. Any help will be greatly appreciated :slight_smile:

Dear ,

thank you for this outstanding plugin and those examples. Also thanks a lot for your shaderbits website and everything else you share with us. My favorite lecture.
This was so much inspiring for us, that we started a new project based on the 2D Fluid Simulation idea.
It is like a VR-Graffiti-Spray App with fluid effects and other image manipulations.

For the original “Force Splat”, I use a spotlight attached to the controller. Then a scene capture which captures the spot light footprint.
With the modulation of SpotLight Parameters, Light function or the (animated) light material, its possible to create nice varieties of brushes and spray cans.

This works fine so far on flat walls. Now we plan to paint on 3D objects.
**For this, we need a special Shader who can do the following: **

Here you see the Static Mesh, with UV Space as Texture.
The Spotlight is used for the mask.
The scene caputures have same location and orientation then the spotlight.

Left ist the scene capture for the UV Texture
Middle is the scene capture for the SpotLight
Right is the masked Result
20190206-16_43_25M_Spray_UV_Remapped.png

Now I want to use the masked Result as a “Pixel Reposition Map”.
That means, that a given Textures pixel is moved to the UV Position of the masked Results color.
(Sorry for this unclever explanation. I try with images now…)

1 2.jpg

  1. The TextCoord UV Space
  2. The Masked Result from Scene capture
  3. The Pixels of (2) are moved to the corresponding pixels of (1)

6.jpg

I am crankin my head with this all christmas holidays. Let me tell you: its so hard not to be a genious… :wink:
Now, I would like to apply for your help!


Here are some pictures from the current status and some paintings of a school class of 10-year old children (animated with flowmaps):

We build a real-world Spray-Simulator here in germany nuernberg and plan to donate it to a public city-youth-club.
Currently the simulator is located in our blacklight artspace.
It consists of a Wooden Box, a rear projection fabric, and a short throw projector inside the box. the dimensions are 3x2m, only 40cm depth.
We use the Vive controller for painting (without headset).

After the beta-phase, we plan to release a detailed how-to-build website. The Idea is, to support youth-clubs or communities to build their own graffiti/paint walls in a cheap way.


thx again for making this possible.
love and light,

That is awesome!

Interesting use of positional maps to transfer the data. If performance is an issue, you can actually improve that part by pre-rendering the position map of your static mesh to a texture before hand, and then using a single draw to render the effect of the ‘spotlight’ or brush cone directly to a render target without a scene capture. The only trade off is that you wouldn’t get any self-shadowing like the spotlight/scenecapture approach may get you. May not be an issue for just simple geometric primitives.

If you look in the fluid plugin, the hitmask rendering part might have a good example of how that could be done. You would mostly just need to replace the spheremask with a cone distance field function.

Looks like some kind of interesting advection brushes going on in those trippy examples.

Hi ,

I tried to install the plugin into an Unreal Mod, right after that Unreal stopped working. There is a message that says "The game module ‘…’ could not be loaded. There may be an operating system error or the module may not be properly set up."

May i know how to fix it?

Thanks.

@ Anyway tips to get this to work on 4.20+? I haven’t been able to load anything, all the references and nodes seems to be broken.

Did you drop the unzipped folder in the “content”’ folder of blank project ?

@ It seems like this plugin doesnt work on 4.22 anymore, i only see a grey cube inside the maps. or is there any way to fix this? thanks in advance!

Not , but I fixed this locally in 4.22 by changing some of the custom code nodes.

In both the “Density Raymarch” & “Raymarch Cube Setup” nodes in “M_VolumePreview_01”, “M_VolumeRayMarch_Lit_LinearSteps_Preview_NoCurl” etc, you need to replace any occurances of “Primitive.Member” to “GetPrimitiveData(Parameters.PrimitiveId).Member”, where Member is replaced with whatever the code is using in each instance.

This change got the test maps for 3D Fluids back up and running for me. I’ve only tried the 3D fluids test maps, I reckon there’s more instances of that, which would need to be resolved as and when you use them.

Cant find a link to Project or plugin files, anyone has a working link? thanks in advance

Link at this post: https://forums.unrealengine.com/unreal-engine/events/116634-training-livestream-realtime-simulation-and-volume-modelling-experiments-may-2-live-from-epic?p=1005518#post1005518

I’m sorry. I couldn’t see anything on 4.23. Does it still work on this engine version?

There were changes in the UE4 rendering that requires a change in materials with custom nodes (containing HLSL code). You will need to change the code whatever the statement Primitive.xxxxx appears, where xxxxx is usually a property, and replace for GetPrimitiveData(Parameters.PrimitiveId).xxxxx. You need to look at every material and check for every custom code and do the text replacement.

Hi guys, in a 4.25 theres a plugin already in a engine content, go to plugins and search for Volumetrics and just tick it on. posted this info on a twitter, and I think that this should be also in here. Also does anyone knows if it have to be in square? Can I set boundaries in some kind of cuboid?

Is there documentation for this “volumetrics” plugin anywhere?