sebbas / blender-mantaflow Goto Github PK
View Code? Open in Web Editor NEWMantaflow integration in Blender
Home Page: https://developer.blender.org/diffusion/B/browse/fluid-mantaflow/
License: Other
Mantaflow integration in Blender
Home Page: https://developer.blender.org/diffusion/B/browse/fluid-mantaflow/
License: Other
On the latest fluid mantaflow branch (2019-09-02) I cannot add modifiers after the manta modifier.
Adding modifiers after a fluid sim modifier is commonly used to make further adjustments to the fluid like for example smoothing it using the smooth modifier.
Why IS NOT POSSIBLE render any images (F12) of frames of the file "Fluid simulation file - APIC vs FLIP solver.blend", after the Bake All ?
The demo file I used is Fluid simulation file - APIC vs FLIP solver.blend and you can download at https://www.blender.org/download/demo-files/
https://download.blender.org/demo/physics/fluid-simulation_flip_vs_apic_solver.blend
Hi, I'm using the latest Mantaflow build (the one from today). The baking of flip particles works fine but white water particles are baking (at least they use processor power, time and memory) but I cannot make them to show (I've tried halo rendering as well as object rendering). Or maybe there is something I'm doing wrong?
Thanks for help and your time :D
The december build is working, the commit done May 15 doesnt seem to work. when trying to simulate
notting happen. no fluid. Same scene i December build is working fine. No error message.
Windows 10
Nvidia GFX 1070
i7 Cofee lake cpu
16 GB Ram
i downloaded the zip, but how should i launch it? ./blender gives me error: error while loading shared libraries: libOpenImageIO.so.1.8: cannot open shared object file: No such file or directory
Hi.
I'd like to report an issue regarding the Viscosity Settings in BlenderMantaflow. For some reason every time I set the Base to 10,000 and the exponent to 0, Blender crashes. Geometry Fluid Objects also don't work for me. At first I thought it was because of my rather old Computer, but now I got a pretty good one (Ryzen 1700X and GTX 1060) and the problems still occur. It would be very nice, if those issues were fixed.
Trying a new release with Blender 2.8 (blender-2.8-887ad92-win64) just trying to make a simple sim and got this:
http://imgbox.com/xMkBl7In
The simulation goes upside down, from the wrong point. I didn't changed any default settings.
[ 52%] Building C object source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/intern/pointcache.c.o
/home/g/blender-git/blender/source/blender/blenkernel/intern/pointcache.c: In function ‘BKE_ptcache_id_from_smoke’:
/home/g/blender-git/blender/source/blender/blenkernel/intern/pointcache.c:1743:28: error: ‘ptcache_mesh_write’ undeclared (first use in this function); did you mean ‘ptcache_smoke_write’?
pid->write_mesh_stream = ptcache_mesh_write;
^~~~~~~~~~~~~~~~~~
ptcache_smoke_write
/home/g/blender-git/blender/source/blender/blenkernel/intern/pointcache.c:1743:28: note: each undeclared identifier is reported only once for each function it appears in
/home/g/blender-git/blender/source/blender/blenkernel/intern/pointcache.c:1744:27: error: ‘ptcache_mesh_read’ undeclared (first use in this function); did you mean ‘ptcache_mesh_write’?
pid->read_mesh_stream = ptcache_mesh_read;
^~~~~~~~~~~~~~~~~
ptcache_mesh_write
source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/build.make:2438: recipe for target 'source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/intern/pointcache.c.o' failed
make[2]: *** [source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/intern/pointcache.c.o] Error 1
CMakeFiles/Makefile2:4540: recipe for target 'source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/all' failed
make[1]: *** [source/blender/blenkernel/CMakeFiles/bf_blenkernel.dir/all] Error 2
Makefile:162: recipe for target 'all' failed
make: *** [all] Error 2
Notw: I am compiling without MOD_SMOKE and MOD_FLUID, just with MOD_MANTA
I mean is this project even still alive, what's going on?
In release f4dc9f9 v2.79b for OSX, in the domain liquid fluid particle options, there are no options for enabling and tweaking float, trace, bubble and drop particles, only an option to upres. Please see image. https://i.imgur.com/gPrjI7S.jpg
[ 19%] Building CXX object intern/mantaflow/CMakeFiles/bf_intern_mantaflow.dir/intern/manta_fluid_API.cpp.o
/home/g/blender-git/blender/intern/mantaflow/intern/manta_fluid_API.cpp: In function ‘int fluid_bake_geometry(FLUID*, SmokeModifierData*, int)’:
/home/g/blender-git/blender/intern/mantaflow/intern/manta_fluid_API.cpp:888:1: error: no return statement in function returning non-void [-Werror=return-type]
}
^
cc1plus: some warnings being treated as errors
intern/mantaflow/CMakeFiles/bf_intern_mantaflow.dir/build.make:86: recipe for target 'intern/mantaflow/CMakeFiles/bf_intern_mantaflow.dir/intern/manta_fluid_API.cpp.o' failed
make[2]: *** [intern/mantaflow/CMakeFiles/bf_intern_mantaflow.dir/intern/manta_fluid_API.cpp.o] Error 1
CMakeFiles/Makefile2:1373: recipe for target 'intern/mantaflow/CMakeFiles/bf_intern_mantaflow.dir/all' failed
make[1]: *** [intern/mantaflow/CMakeFiles/bf_intern_mantaflow.dir/all] Error 2
Makefile:162: recipe for target 'all' failed
make: *** [all] Error 2
Hi, I'm using build from today (23.11.2019) and when I'm trying to bake a simulation the FLIP particles just goes crazy. I've tried applying domain scale, not applying domain size, changing "Real world size" attribute, not changing it, turning on/off adaptive stepping and a lot more. Nothing works.
Here is a link to the file:
https://1drv.ms/u/s!AimiuF_EfxPTmIQDr0epJ-awx5lNnw?e=LAVSpE
video:
https://www.youtube.com/watch?v=1Xt4aRU6C6M&feature=youtu.be
Having GPU enabled makes Blender crash spontaneously with no error message.
Useless until this is resolved.
Hello.
I'm just wondering if I can get a stable snapshot of the code. I've tried multiple times in the past to compile it but it always failed.
The last time, it was caused by the Python code inside the custom build.
Thanks.
If you increase the subframes in the liquid fluid flow, you lose the shape of the emitter, and start emitting as a square emitter. With a value of 0 this does not happen.
Open the file from here: https://blenderartists.org/forum/showthread.php?373547-Lets-talk-about-Mantaflow&p=3215074&viewfull=1#post3215074
It has front, back, left and right unchecked, yet still the fluid starts filling the domain.
Maybe this is not so much an issue as a request - is there a way to control the apparent size of the simulation like in Elbeem (where one could set the representation of the domain size in meters)?
Or to rephrase the question: How can a user simulate a tsunami and how a droplet of water?
I'm asking because changing the scale of the models and domain seems not to change the behaviour of the fluid. Here is an example where a cup is filled. On the left the size of the cup is 0.5BU in diameter, on the right 5.0 BU, yet the fluid behaves roughly the same.
https://www.dropbox.com/s/kz75d7fhlzjd06t/siezofsimulation.mp4?dl=1
Here the file to play with: https://www.dropbox.com/s/wwy5ik1aaow6i1n/cup.coffee.classy.blend?dl=1
At high division values (256 for example), the baking cancellation process takes a long time. Is it possible to make this process faster?
Hi,
I am on Windows 10 64, using the latest 2b54185 commit at the time of this post.
when i bake the particles, the float particles seem to float quite far away from the mesh of the liquid and the bubble particles do not get generated at all, Red = Float, Yellow = Drop and Bubble would have been a bright Green if any had been generated, see below image:
Float,Drop, Bubble(No Bubble generated):
Float distance at a rest state:
Using particle upres seems to give this nasty clump effect and really adds a lot of particles, note in the following picture the DROP, Float and bubble were set to the max of 2 with an upres of 2, where the above pictures were set to max of 80 for each with an upres of 1:
I take it the Flip particles define how the mesh interacts with collision objects? the image below shows three balls in the water the purple has the distance set to 0.500 the red has the distance set to 0.000 and the orange has the distance set to 0.010, NOTE the purple and orange spheres are the same size. The issue being that bubble type effect constantly being around the objects, its even happening to the black box underneath the monkeys head although its not that clear in this image, it looks unnatural.
i am finding it hard to get anywhere close to this result https://www.youtube.com/watch?v=I2EhrzmRQOE which i created with the 908dbed-win64 build.
Can't build on any machine (with windows 10)
Error: " C:\blender-git\blender\source\blender\makesrna\intern\rna_smo ke.c(750): error C4133: 'function' : incompatible types - from 'WTURBULENCE *' to 'FLUID *' (C:\blender-git\build_windows_Release_x64_vc12_Release\source\ blender\makesrna\intern\rna_smoke_gen.c) [C:\blender-git\build_windows_Release_x64_vc12_Release\source\ blender
makesrna\intern\bf_rna.vcxproj]"
It seems every other smoke simulation has the option to decouple the base simulation from the hires. This way getting a desired look that involves high resolution does not require to simulate the base again as well. It even allows to apply hi resolution to just one frame in the simulation which is a lot faster when doing look development than simulating the entire thing again and again and again.
I have this very simple scene which is the same as the one used for this test: #9 (comment)
The only difference is that the file now uses additional settings from the latest mantaflow build like viscosity and domain real world size.
I first simulated the elbeem simulation, then tried to bake the mantaflow simulation which resulted in ~ 40 GByte(!) of RAM usage for a simulation that has a resolution of only 256. It also baked fine with way less RAM usage in earlier versions so I guess there is something wrong here :(
I've tried it on few blender projects and in every one after I've set resolution of the domain to any value greater than 64 blender crashes every time after finishing the simulation. I've tried also canceling it before the end and sometimes it does not crash but most of the time it would.
I've tried few versions of Mantaflow also the latest but the problem still appears.
OS: Windows 10; CPU: Threadripper 2950X; GPU: RTX 2080; RAM: 64GB
Thank you so much for all your hard work! This is really a great addition to Blender & I look forward to the day it will be in the official builds.
Would it be possible for particle-emitted smoke/flames to inherit sizes from their parent particle? Currently, all smoke/flame emitted via particles use a uniform value for their size. Thank you again!
Hi me again,
I am on Windows 10 64, using the latest 2b54185 commit at the time of this post.
when trying to key frame the inflow to start and stop it will not work for liquids, it seems to work fine for the smoke simulations.
I created a really simple cup to fill it with Mantaflow liquid. Yet even at resolution of 128 it is impossible:
Here is the file:
mantacup.blend.zip
When effector is close to inflow, it happens, I tried many different things.
Hello Sebastian,
I created a demo that features two bugs:
1: I changed the domain in edit mode but the simulation ignores the new domain shape/size.
2. The amount of liquid drastically increases when the liquid either touches an obstacle or at the boundaries of the domain.
Link to file: https://www.dropbox.com/s/c0mz79alkbu8kx2/animenable1.blend?dl=1
Demo video: https://www.dropbox.com/s/ihjukp2s4s8ebw0/animenable1.mkv?dl=1
I am using the following build (revision 443d567): https://blenderartists.org/forum/showthread.php?373547-Lets-talk-about-Mantaflow&p=3208878&viewfull=1#post3208878
Question:
why do drop particles appear at the beginning of the simulation in a static fluid?
Visible on this video:
https://youtu.be/MwxpXDwHHxI
Particle Settings:
hey there, saw the #bcon17 talk and had to try the new fluid for liquid simulation.
I use the Windows 64bit version from graphicall, October 24th, 2017 by LazyDodo. Is there another source for uptodate builds?
These are the first issues I noticed, when I tried a simulation where a object dives up from under the water:
all scenes are in the blendfile: link
In generel I saw the problem, that the collision object doesn't lift the water... instead it creates a hole at the surface... which just doesn't look good. Or is there another way, I don't see.
Hello Sebas, as you comment on twitter. Attached is the file that gives an error in the terminal when performing the bake of the liquid.
The output of the terminal:
Error in BasicParticleSystem :: save
Error in Grid :: save
The error is very random, what I have done is to scale the domain, without deactivating mantaflow. I have been playing many times with scaling, applying or not applying the domain scale. Until the error has jumped.
Baking main simulation works and particles are shown in renderview and viewport but additional particles like foam, etc. after baking just don't show neither in viewport nor renderview.
I'm using latest 2.81 mantaflow build
Hello Sebbas,
I just tried the latest Mantaflow build by Jens Verwiebe (https://blenderartists.org/forum/showthread.php?373547-Lets-talk-about-Mantaflow&p=3164514&viewfull=1#post3164514) and created a very simple scene. When i hit "bake", the baking process starts. Once it is finished, nothing has changed in the viewport.
Here is the file for you to test: http://pasteall.org/blend/index.php?id=45939
Hello!
Is it possible to create a liquid with very high viscosity with the help of mantaflow?
As in this example:
https://gfycat.com/ReflectingPointlessGadwall
If not, why does mantaflow have a high viscosity limit?
Hi and thank you very much for developing BlenderMantaflow.
I would like to report a issue. This simple blenrig animation to test mantaflow fluid collision on animated mesh crashes BlenderMantaflow. Here's the blend file,
blenrig-mantaflow.zip
Please make BlenderMantaflow good enough for characters to swim in it.
Hi there, great work so far.
Compiled a build on 07/12/17 and ran a few simulations, I noticed that keyframing the value of the timescale/simulation speed or gravity in the Domain settings had no effect during the simulation.
Also Scene Gravity appears not to effect the simulation at all.
Hope this is helpful.
Fin
Hello Sebbas,
I just compiled this repo on Ubuntu 15.10 x64 and tried to add a domain to the default cube which resulted in a reproducible instant crash. Here is the blender.crash.txt (I first tried collision and flow, both worked, but the instant I select "domain" it crashes):
bpy.context.space_data.context = 'PHYSICS' # Property
bpy.ops.object.modifier_add(type='SMOKE') # Operator
bpy.context.object.modifiers["Smoke"].smoke_type = 'COLLISION' # Property
bpy.context.object.modifiers["Smoke"].smoke_type = 'FLOW' # Property
./blender(BLI_system_backtrace+0x30) [0x1461a10]
./blender() [0x988741]
/lib/x86_64-linux-gnu/libc.so.6(+0x352f0) [0x7f6dde4392f0]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyObject_GetAttrString+0) [0x7f6de1bc6d70]
./blender(ZN5MANTA14getGridPointerENSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEES5+0x73) [0x98c723]
./blender(_ZN5MANTA14updatePointersEP17SmokeModifierData+0x295) [0x98cdf5]
./blender(_ZN5MANTAC1EPiP17SmokeModifierData+0x418) [0x991128]
./blender(smoke_init+0x25) [0x98ab25]
./blender(smoke_reallocate_fluid+0x5c) [0x12482dc]
./blender() [0x124c031]
./blender(smokeModifier_do+0x2e5) [0x124c895]
./blender() [0x1107257]
./blender() [0x1107f50]
./blender(makeDerivedMesh+0x8d) [0x110806d]
./blender(BKE_object_handle_data_update+0x495) [0x11f3e35]
./blender(BKE_object_handle_update_ex+0x200) [0x11ee320]
./blender() [0x1229f26]
./blender() [0x1461ccc]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x76aa) [0x7f6ddfff66aa]
/lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7f6dde50ae9d]
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