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

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  • replied
    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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  • replied
    Thanks to Ryan. Absolutely amazing info and tech.

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  • replied
    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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  • replied
    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.

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  • replied
    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".

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

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  • replied
    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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  • replied
    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.

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  • replied
    [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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  • replied
    Unreal Furmark !

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  • replied
    Originally posted by Alexander Paschall View Post
    EDIT: I fixed the link, it was wrong.
    Thank you!

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  • replied
    Everyone already signed is able to download it. All good here now.

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  • replied
    Originally posted by Drakkinstorm View Post
    Uh, wait what? "who have agreed to the Unreal Engine EULA"? Haven't we all agreed to it when using the engine?

    I do not have access for example.
    Correct! When you sign up for UE4 you get a forum account too. That means you have signed the EULA. You are not required to have signed the EULA to read the forums, except one section that requires that you login, thus proving you have accepted the EULA.

    EDIT: I fixed the link, it was wrong.

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  • replied
    Originally posted by Alexander Paschall View Post
    The download for the plugin is now available on the original post or here. The reason is that section is specifically for people who have agreed to the Unreal Engine EULA and so they are approved to access the project.
    Uh, wait what? "who have agreed to the Unreal Engine EULA"? Haven't we all agreed to it when using the engine?

    I do not have access for example.

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  • replied
    Tech art streams are always great!

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