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

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    #31
    Everyone already signed is able to download it. All good here now.
    Nilson Lima
    Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
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      #32
      Originally posted by Alexander Paschall View Post
      EDIT: I fixed the link, it was wrong.
      Thank you!

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        #33
        Unreal Furmark !

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          #34
          [MENTION=3692]RyanB[/MENTION] Thanks for the stream!
          I have one question remaining, if it is not much of a burden for You to answer:

          For practical simulation flipbook baking purposes I'm looping the sim's result by just blending two samples of the flipbook with an offset in time. It is more than enough for typical effects, like continuous fire.
          But Is it possible to loop a fluid sim itself?
          Common sense tells me that no, but I faintly remember reading in one of publications that sims with Neumann boundary under certain conditions eventually become tileable in time.

          When experimenting with my sim I've noticed, that if I add a source of constant velocity, after some time the sim somewhat settles down and appears to be looping perfectly(or at least it looks so).
          Can I somehow identify this period for a particular simulation?
          Last edited by Deathrey; 05-02-2017, 04:24 PM.

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            #35
            My approach to looping would not rely on trying to find a loopable simulation since that would probably be really difficult.

            Instead, I would render out a flipbook that was 2x as long as you need. Then you take the 0-0.5 range as the "make it loop" sequence. Then you use the 0.5 to 1 frame range as the full animation range. Then you start blending to the loop range over the remaining time, so that you are actually blending to the frames that came before the original 0.5. Usually you'd do some kind of blend modulation using a noise texture to break it up so you don't see crossfading. As long as the motion is close it works well like that.

            I don't currently have an automated way of doing that but its not too hard to set up using the coordinate conversion nodes. I got this working to make the caustics subUVs loop but the solution I did there was happening at the time of creating the normals each frame, rather than doing it after baking time.
            Ryan Brucks
            Principal Technical Artist, Epic Games

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              #36
              Thanks, that was great and I've been looking forward to this day since I saw a video of your GDC stuff. I've been obsessed with these sorts of fluid sims for years. Based on my experiments with compute-shader based ones in a different engine, the first thing I would probably like to do to this one is get more than one emission source into the simulation. The mesh voxelisation stuff interests me a lot so that is something to look forward to as well.

              I had a quick chance to try the 3D fluid sim and it seemed to work ok in 4.16 preview 2. Works on the mac albeit an old tower one with a 1070 stuck in it which is quite a waste of that graphics card but you have certainly given the 1080ti I recently put in my windows box something fun to do later on!

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                #37
                How do you install this and access it within the editor to mess around with it?

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                  #38
                  Originally posted by SydeSwype View Post
                  How do you install this and access it within the editor to mess around with it?
                  Add the folder to the plugins folder of your project. Then go to window-> plugins and scroll to the bottom of the left pane and enable the plugin. Then in your content browser, in the bottom right, click the arrow to show the menu and Check "Show Plugin Content".
                  Ryan Brucks
                  Principal Technical Artist, Epic Games

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                    #39
                    Is there any chance you have an extra folder layer, like two folders name "ShaderbitsGDCPack" in the plugins folder? That happened to me the first time I tried extracting the zip. Under plugins should just be one of those folders, then within it should be content folder and plugin files. etc.
                    Ryan Brucks
                    Principal Technical Artist, Epic Games

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                      #40
                      Thank you for your reply again. I deleted my last post as I figured it out. Having the 2 folders was my original issue and then after updating, I overlooked that the show sources in the content panel wasn't active.

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                        #41
                        Thanks to Ryan. Absolutely amazing info and tech.
                        HUD links | Crane Balk | Point Clouds Morphing | Rain Drops | Manipulator Robot | Welder Robot | Mini Games | Masked Blur | Voxel Cars

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                          #42
                          Originally posted by RyanB View Post
                          Yes, I am putting the finishing touches on it tonight in fact. I have uploaded a beta version for anybody who wants to try it out and report any issues. I am mostly cleaning up a bunch of stuff and trying to get some mesh voxelization work merged over. If I can get that finished in time I can show how it can be used to capture characters with motion vectors and use them for seeding or disturbing a simulation.

                          *edit* old link removed
                          Amazing! This is exactly what I've been needing for a project of mine!

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                            #43
                            Originally posted by RyanB View Post
                            New link with updates.

                            Don't worry these dropbox links are just temporary. We will get a version up on a more official mirror soon. Still just making a few little fixes here and there.
                            Just watched through the twitch stream. At the very end you mentioned that you're interested in adding the ability to move your hand through smoke in VR. Is this something you could help me with? I'm working on a VR project that could use something just like this except for clouds. I was thinking of just adding a general noise/flow for light cloud movement then utilize the same method you had for painting velocity except with a decay to return back to normal, if possible?

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                              #44
                              FWIW, the memory crash and perf hitches I experienced on the stream were all due to one tiny bug in the BP. Under Debug-> the variable "Saved Pressure Divisor" should have been marked as user editable. Since it was not, the BP thought the setting "Pressure Divisor" was changing every time the script ran, which meant it was creating hundreds or thousands of render targets when I scrubbed. Scrubbing should be relatively hitch free and memory safe after that fix.

                              I suggest everyone who has the BP to make that variable editable. It gets set by the BP itself and is how it tracks if properties have changed and whether it needs to create new RTs or not. This came about because merging BPs to an older build by hand has to be done manually.
                              Ryan Brucks
                              Principal Technical Artist, Epic Games

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                                #45
                                Archive video is now up, enjoy!
                                Last edited by Alexander Paschall; 05-04-2017, 11:03 AM.
                                Twitch /unrealalexander| Twitter @UnrealAlexander
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