- bugfixes

#4742 exported normals are now correct
  #4821 & 4956 for complex movements in/outflows can now also
  use the animated mesh option
- new features
  * isosurface subdivision: directly
    creates a finer surface mesh from the simulation data.
    this increases simulation time and harddisk usage, though, so
    be careful - usually values of 2-4 should be enough.
  * fluidsim particles: extended model for particle
    simulation and generation. When isosurface subdivision is enabled,
    the particles are now included in the surface generation,
    giving a better impression of a single connected surface.
    Note - the particles are only included in the final surface
    mesh, so the preview surface shows none of the particle
    effects.
  * particle loading: different types of particles can now be selected for
    display: drops, floats and tracers. This is a bit obsolete
    due to the extensions mentioned above, but might still be useful.
    Floats are just particles floating on the fluid surface, could
    be used for e.g. foam.
  * moving objects impact factor: this is another tweaking option,
    as the handling of moving objects is still not conserving
    mass. setting this to zero simply deletes the fluid, 1 is
    the default, while larger values cause a stronger
    impact. For tweaking the simulation: if fluid disappears, try
    increasing this value, and if too much is appearing reduce it.
    You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
  added additional safety checks for particles & fluidsim domains (these
  currently dont work together). I also removed the "build particles"
  debug message in effects.c (seemed to be unnecessary?).

Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)

And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
This commit is contained in:
2006-11-05 16:30:29 +00:00
parent 64b9cda68e
commit 3bea663ffa
48 changed files with 2601 additions and 2345 deletions

View File

@@ -1608,21 +1608,24 @@ void do_object_panels(unsigned short event)
break;
case B_FLUIDSIM_MAKEPART:
ob= OBACT;
{
if(1) {
PartEff *paf= NULL;
/* prepare fluidsim particle display */
// simplified delete effect, create new - recalc some particles...
if(ob==NULL || ob->type!=OB_MESH) break;
ob->fluidsimSettings->type = 0;
// reset type, and init particle system once normally
eff= ob->effect.first;
//if((eff) && (eff->flag & SELECT)) { BLI_remlink(&ob->effect, eff); free_effect(eff); }
if(!eff){ copy_act_effect(ob); DAG_scene_sort(G.scene); }
paf= give_parteff(ob);
if( (BLI_countlist(&ob->effect)<MAX_EFFECT) &&
(!paf)) {
// create new entry
copy_act_effect(ob); DAG_scene_sort(G.scene); }
paf = give_parteff(ob);
paf->totpart = 1000; paf->sta = paf->end = 1.0; // generate some particles...
build_particle_system(ob);
ob->fluidsimSettings->type = OB_FLUIDSIM_PARTICLE;
if(paf) {
paf->totpart = 1000; paf->sta = paf->end = 1.0; // generate some particles...
build_particle_system(ob);
ob->fluidsimSettings->type = OB_FLUIDSIM_PARTICLE;
}
}
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSOBJECT, 0);
@@ -1977,6 +1980,14 @@ void do_effects_panels(unsigned short event)
break;
case B_NEWEFFECT:
if(ob) {
if(ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) {
// NT particles and fluid meshes currently dont work together -> switch off beforehand
if(ob->fluidsimSettings->type == OB_FLUIDSIM_DOMAIN) {
pupmenu("Fluidsim Particle Error%t|Please disable the fluidsim domain before activating particles.%x0");
break;
//ob->fluidsimFlag = 0; ob->fluidsimSettings->type = 0; allqueue(REDRAWVIEW3D, 0);
}
}
if (BLI_countlist(&ob->effect)==MAX_EFFECT)
error("Unable to add: effect limit reached");
else
@@ -2610,8 +2621,8 @@ static void object_panel_fluidsim(Object *ob)
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Obstacle", 230, yline, 70,objHeight, &fss->type, 15.0, OB_FLUIDSIM_OBSTACLE,20.0, 3.0, "Object is a fixed obstacle.");
yline -= lineHeight;
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Inflow", 90, yline, 70,objHeight, &fss->type, 15.0, OB_FLUIDSIM_INFLOW, 20.0, 4.0, "Object adds fluid to the simulation.");
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Outflow", 160, yline, 70,objHeight, &fss->type, 15.0, OB_FLUIDSIM_OUTFLOW, 20.0, 5.0, "Object removes fluid from the simulation.");
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Inflow", 90, yline, 70,objHeight, &fss->type, 15.0, OB_FLUIDSIM_INFLOW, 20.0, 4.0, "Object adds fluid to the simulation.");
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Outflow", 160, yline, 70,objHeight, &fss->type, 15.0, OB_FLUIDSIM_OUTFLOW, 20.0, 5.0, "Object removes fluid from the simulation.");
uiDefButS(block, ROW, B_FLUIDSIM_MAKEPART ,"Particle", 230, yline, 70,objHeight, &fss->type, 15.0, OB_FLUIDSIM_PARTICLE,20.0, 3.0, "Object is made a particle system to display particles generated by a fluidsim domain object.");
uiBlockEndAlign(block);
yline -= lineHeight;
@@ -2689,7 +2700,7 @@ static void object_panel_fluidsim(Object *ob)
uiDefButS(block, MENU, REDRAWVIEW3D, "Viscosity%t|Manual %x1|Water %x2|Oil %x3|Honey %x4",
0,yline, 90,objHeight, &fss->viscosityMode, 0, 0, 0, 0, "Set viscosity of the fluid to a preset value, or use manual input.");
if(fss->viscosityMode==1) {
uiDefButF(block, NUM, B_DIFF, "Value:", 90, yline, 105,objHeight, &fss->viscosityValue, 0.0, 1.0, 10, 0, "Viscosity setting, value that is multiplied by 10 to the power of (exponent*-1).");
uiDefButF(block, NUM, B_DIFF, "Value:", 90, yline, 105,objHeight, &fss->viscosityValue, 0.0, 10.0, 10, 0, "Viscosity setting, value that is multiplied by 10 to the power of (exponent*-1).");
uiDefButS(block, NUM, B_DIFF, "Neg-Exp.:", 195, yline, 105,objHeight, &fss->viscosityExponent, 0, 10, 10, 0, "Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.");
uiBlockEndAlign(block);
} else {
@@ -2715,8 +2726,8 @@ static void object_panel_fluidsim(Object *ob)
} else if(fss->show_advancedoptions == 2) {
// copied from obstacle...
//yline -= lineHeight + 5;
uiDefBut(block, LABEL, 0, "Domain boundary type settings:", 0,yline,300,objHeight, NULL, 0.0, 0, 0, 0, "");
yline -= lineHeight;
//uiDefBut(block, LABEL, 0, "Domain boundary type settings:", 0,yline,300,objHeight, NULL, 0.0, 0, 0, 0, "");
//yline -= lineHeight;
uiBlockBeginAlign(block); // domain
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Noslip", 0, yline,100,objHeight, &fss->typeFlags, 15.0, OB_FSBND_NOSLIP, 20.0, 1.0, "Obstacle causes zero normal and tangential velocity (=sticky). Default for all. Only option for moving objects.");
@@ -2725,11 +2736,13 @@ static void object_panel_fluidsim(Object *ob)
uiBlockEndAlign(block);
yline -= lineHeight;
uiDefBut(block, LABEL, 0, "PartSlipValue:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
if(fss->typeFlags&OB_FSBND_PARTSLIP) {
uiDefBut(block, LABEL, 0, "PartSlipValue:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButF(block, NUM, B_DIFF, "", 200, yline,100,objHeight, &fss->partSlipValue, 0.0, 1.0, 10,0, ".");
} else { uiDefBut(block, LABEL, 0, "-", 200,yline,100,objHeight, NULL, 0.0, 0, 0, 0, ""); }
yline -= lineHeight;
yline -= lineHeight;
} else {
//uiDefBut(block, LABEL, 0, "-", 200,yline,100,objHeight, NULL, 0.0, 0, 0, 0, "");
}
// copied from obstacle...
uiDefBut(block, LABEL, 0, "Tracer Particles:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
@@ -2738,6 +2751,9 @@ static void object_panel_fluidsim(Object *ob)
uiDefBut(block, LABEL, 0, "Generate Particles:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButF(block, NUM, B_DIFF, "", 200, yline,100,objHeight, &fss->generateParticles, 0.0, 10.0, 10,0, "Amount of particles to generate (0=off, 1=normal, >1=more).");
yline -= lineHeight;
uiDefBut(block, LABEL, 0, "Surface Subdiv:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButI(block, NUM, B_DIFF, "", 200, yline,100,objHeight, &fss->surfaceSubdivs, 0.0, 5.0, 10,0, "Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!");
yline -= lineHeight;
uiDefBut(block, LABEL, 0, "Surface Smoothing:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButF(block, NUM, B_DIFF, "", 200, yline,100,objHeight, &fss->surfaceSmoothing, 0.0, 5.0, 10,0, "Amount of surface smoothing (0=off, 1=normal, >1=stronger smoothing).");
@@ -2777,6 +2793,12 @@ static void object_panel_fluidsim(Object *ob)
yline -= lineHeight;
} else {
}
// domainNovecgen "misused" here
uiDefBut(block, LABEL, 0, "Animated Mesh:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButBitC(block, TOG, 1, REDRAWBUTSOBJECT, "Export", 200, yline,100,objHeight, &fss->domainNovecgen, 0, 0, 0, 0, "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it.");
yline -= lineHeight;
} // fluid inflow
else if( (fss->type == OB_FLUIDSIM_OUTFLOW) ) {
yline -= lineHeight + 5;
@@ -2788,6 +2810,11 @@ static void object_panel_fluidsim(Object *ob)
uiBlockEndAlign(block);
yline -= lineHeight;
// domainNovecgen "misused" here
uiDefBut(block, LABEL, 0, "Animated Mesh:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButBitC(block, TOG, 1, REDRAWBUTSOBJECT, "Export", 200, yline,100,objHeight, &fss->domainNovecgen, 0, 0, 0, 0, "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it.");
yline -= lineHeight;
//uiDefBut(block, LABEL, 0, "No additional settings as of now...", 0,yline,300,objHeight, NULL, 0.0, 0, 0, 0, "");
}
else if( (fss->type == OB_FLUIDSIM_OBSTACLE) ) {
@@ -2801,7 +2828,7 @@ static void object_panel_fluidsim(Object *ob)
yline -= lineHeight;
uiBlockBeginAlign(block); // obstacle
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Noslip", 00, yline,100,objHeight, &fss->typeFlags, 15.0, OB_FSBND_NOSLIP, 20.0, 1.0, "Obstacle causes zero normal and tangential velocity (=sticky). Default for all. Only option for moving objects.");
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Noslip", 0, yline,100,objHeight, &fss->typeFlags, 15.0, OB_FSBND_NOSLIP, 20.0, 1.0, "Obstacle causes zero normal and tangential velocity (=sticky). Default for all. Only option for moving objects.");
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Part", 100, yline,100,objHeight, &fss->typeFlags, 15.0, OB_FSBND_PARTSLIP, 20.0, 2.0, "Mix between no-slip and free-slip. Non moving objects only!");
uiDefButS(block, ROW, REDRAWBUTSOBJECT ,"Free", 200, yline,100,objHeight, &fss->typeFlags, 15.0, OB_FSBND_FREESLIP, 20.0, 3.0, "Obstacle only causes zero normal velocity (=not sticky). Non moving objects only!");
uiBlockEndAlign(block);
@@ -2809,7 +2836,7 @@ static void object_panel_fluidsim(Object *ob)
// domainNovecgen "misused" here
uiDefBut(block, LABEL, 0, "Animated Mesh:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButBitC(block, TOG, 1, REDRAWBUTSOBJECT, "Export", 200, yline,100,objHeight, &fss->domainNovecgen, 0, 0, 0, 0, "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures), animated pos/rot/scale IPOs do not require it.");
uiDefButBitC(block, TOG, 1, REDRAWBUTSOBJECT, "Export", 200, yline,100,objHeight, &fss->domainNovecgen, 0, 0, 0, 0, "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it.");
yline -= lineHeight;
uiDefBut(block, LABEL, 0, "PartSlip Amount:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
@@ -2818,12 +2845,25 @@ static void object_panel_fluidsim(Object *ob)
} else { uiDefBut(block, LABEL, 0, "-", 200,yline,100,objHeight, NULL, 0.0, 0, 0, 0, ""); }
yline -= lineHeight;
// generateParticles "misused" here
uiDefBut(block, LABEL, 0, "Impact Factor:", 0,yline,200,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButF(block, NUM, B_DIFF, "", 200, yline,100,objHeight, &fss->surfaceSmoothing, -2.0, 10.0, 10,0, "This is an unphsyical value for moving objects - it control the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass.");
yline -= lineHeight;
yline -= lineHeight; // obstacle
}
else if(fss->type == OB_FLUIDSIM_PARTICLE) {
//fss->type == 0; // off, broken...
if(1) {
// limited selection, old fixed: fss->typeFlags = (1<<5)|(1<<1);
# define PARTBUT_WIDTH (300/3)
uiDefButBitS(block, TOG, (1<<2) , REDRAWBUTSOBJECT, "Drops", 0*PARTBUT_WIDTH, yline, PARTBUT_WIDTH,objHeight, &fss->typeFlags, 0, 0, 0, 0, "Show drop particles.");
uiDefButBitS(block, TOG, (1<<4) , REDRAWBUTSOBJECT, "Floats", 1*PARTBUT_WIDTH, yline, PARTBUT_WIDTH,objHeight, &fss->typeFlags, 0, 0, 0, 0, "Show floating foam particles.");
uiDefButBitS(block, TOG, (1<<5) , REDRAWBUTSOBJECT, "Tracer", 2*PARTBUT_WIDTH, yline, PARTBUT_WIDTH,objHeight, &fss->typeFlags, 0, 0, 0, 0, "Show tracer particles.");
yline -= lineHeight;
# undef PARTBUT_WIDTH
// fixed for now
fss->typeFlags = (1<<5)|(1<<1);
uiDefBut(block, LABEL, 0, "Size Influence:", 0,yline,150,objHeight, NULL, 0.0, 0, 0, 0, "");
uiDefButF(block, NUM, B_DIFF, "", 150, yline,150,objHeight, &fss->particleInfSize, 0.0, 2.0, 10,0, "Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger.");
@@ -2840,7 +2880,7 @@ static void object_panel_fluidsim(Object *ob)
uiDefBut(block, TEX, B_FLUIDSIM_FORCEREDRAW,"", 20, yline, 280, objHeight, fss->surfdataPath, 0.0,79.0, 0, 0, "Enter fluid simulation bake directory/prefix to load particles from, same as for domain object.");
uiBlockEndAlign(block);
yline -= lineHeight;
} // disabled for now...
}
else {