Hi Raul! > las nigth I have implemented a buoyancy force for particle fluids that > will allow simulation of gas particles, not just liquids that are the > widespread solution, and since those parametters could be animated I > start imagine boiling watter ;)
Wow, this looks great! :D Have you thought about rendering gases yet? I guess this is a different challenge, since you cannot approximate gases by a sharp surface boundary (except for very stylized art perhaps). Point density texture might be the right answer, but you may have to add additional turbulence to get small scale detail. Point density textures already support turbulence, not sure if that would be sufficient (afaik the current smoke simulator uses a similar technique, using wavelet turbulence for small noise frequencies or so. Just wildly guessing from my limited knowledge.) I suppose you used a turbulence modifier on that empty to make those particles move "randomly" ? If so, you might be interested in the flow noise method i use, here's a small test video used with a volume texture: http://vimeo.com/8929215. This could easily be applied to the turbulence modifier to avoid the static behaviour (particles essentially clumping in the same places all the time). Until now it seemed i was the only one actually interested in this, so i didn't make a patch yet, but it can be done quickly. I know very little about actual fluid simulation, so i don't know if this "fake" turbulence could/would be replaced by inherent fluid features. Just hope your particle simulation is not too efficient, so that there might still be a place for my own fire sim ;) Keep it up! Lukas _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers