FLIP Fluids Addon for Blender | Development 2020-2021 | What is new, what will come?

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[Music] yes well okay hello and welcome back to our youtube channel we are in may actually and that means we've had another fantastic year with our flip-flops add-on on the blender market this would never have been possible without you all so this is a good time for ryan and me to say thank you very much and having had a nice year with our add-on again means that there was a lot of development work for us what in detail this is what i'm going to talk about in this video by the way this is the first time we are publishing a development video on our flipfloids channel in the past years we have used the blender physics channel what still is alive but as this one is for creative stuff and also for other programs we found it better to use this channel for flick fluids add-on specific things okay let's go to my computer [Music] okay to begin with something i would like to show you improvements that has been done in the tool shelf from the flipflois add-on so this is a thing you can open on the right side here so what is really cool is you can create a domain on the fly by clicking that button here and then it's finished please make take notice about that fluid surface object will be generated it's a placeholder for the surface when it has been baked but that also means if you delete this object now you need to delete this manually because otherwise you will find multiple fluid surface objects here whenever you adding a new uh domain box here and that might be a little bit irritating so just delete this one okay so again create domain creates a domain that is really simple but there's more than just creating a domain and i will show you here let's create a cube and place it here let's say this is an obstacle just click there you can duplicate it now move it you can add another object like say a cylinder and this one could be say it's an inflow object let's add another one a uv sphere place it here let's say this is a fluid object okay so let it move let me move it here so if nothing is selected in your scene and you now click the create domain button then our add-on will automatically add a domain box that will surround all the objects that require to be inside a domain box this is cool you only need to resize the domain box because as you know the bigger the main box is the longer baking can take okay so this is cool let's uh let me tell you something about this two objects here because as they are fluid objects what means they will become fluid in the simulation we have decided um that it's not required to make them visible in rendering but if this is what you want let's have a look to the filter here um that would mean you have to enable this little camera i can see on the right side so but if you do not want to search for that icons here you can use this buttons yes and if you do not like to see this as a wireframe object in the viewport you can use this button here and this is cool to uh set up your scene for rendering and for the viewport also cool is a select objects field here because this is cool if you're working on your scene and you would like to change some settings from the domain you do not need to search the domain box here in the outliner you can just click on select domain here and then select it then you can click here and make your changes here how many obstacles are in this senior easy to find just click the obstacles buttons and all obstacles will be selected and all the fluid objects and inflows and so on this works really cool this works also for the finished baking baked surface and this will also work for simulated white water particles if you would like to have a better organization on the outliner here um there's that organize button here but i do not press it now because i would like to make a simulation first so we have some more objects in the outlander light white water particles so let me select the domain and let me scroll down here to enable white water simulation yes then i need to save the file just click here save save save save save okay click on bake we do only need some frames here and then you will find uh white water bubbles dust foam spray here also we have a surface here um yes everything here and now we can click this magic button here and then you will see that we have new collections here called domain where the main objects obstacles are now organized in the obstacle the obstacle collection and the same thing with all the other objects here what you can also do is when opening this thing here you can click on flip meshes to collections and then you will find the fluid surface in the surface collection and all white water things in a whitewater collection so beautiful what do you think about this of course you can undo this by clicking on unlink unlink and then you will find the original outliner back again yes but of course i think this is a way most of you would like to work amazing yeah yes and the next step after baking a simulation would be to render all the frames here so i have prepared things here i finished baking 118 frames i set up my scene for uh to have 100 frames so i would like to render all that 100 frames and as you maybe know if your scene is very big and complex if you have a high resolution simulation inside maybe you have millions of particles inside and now you hit render animation and you will yes you will shut down your monitor and we'll take a look at the next day and yes blender crashed at frame 25. that is frustrating and this really happens very often so our idea was to make a command line tool um that can generate a batch file for you and inside that batch file there are comments to start blender to render each frame by each frame and every time you click on this generate batch file button our add-on will take a look into the folder with the rendered images and see if there are missing files and generate a new batch file that will only render the missing files okay so i do not want to talk too much i just want to show you how this works so the first thing would be to click on generate batch files so when you do this the add-on looks for what file format um you will save and would output directory will save and it will generate a batch file for you so you can open uh the tool the system console here and take a look what is the output here so it says no frame zero frames are in jpeg format has been rendered that's correct because we did not render anything what could also be is that you have rendered all the things in png format and after this change that file format to jpeg so that would mean you have 100 frames in png format but it always will show you zero frames because you have selected jpeg here just for you to notice this and um it tells you where the rendered files will be saved into into the folder here and it will tell you where you will find a batch file and this folder here and now let me jump into here this photo and let me show you where this file is it's here render shelf blend but it's a file name and uh with render in front and with uh bad at the end so let's have a look inside and you will find exact 100 lines here for 100 frames okay you can now double click this one to start it or you could also start it from blender directly by clicking this play button here and now the batch file renderer does its job okay if you would like to you can now close blender because blender is not required for rendering now but we can also keep this open and click the folder button here to jump directly into the folder where the rendered images will be saved into okay so let's wait a while till all these images has been rendered okay so rendering 100 frames has been finished and we can now take a look to how that beautiful simulation is looking like yes eevee rendered as you can see maybe so okay so now uh what would happen if we uh press that play button button again um that would open the just generated batch file again and would also render all 100 frames again so when come on you are going to click this button make sure you click that generate batch file button before and now let's have a look again to the console and it tells us 100 frames in jpeg format has been rendered and zero frames are missing so this is cool because now when we are going to take a look into the batch file you will see it's empty nothing here to render okay but what is when um we are missing some frames or something is not okay maybe uh one frame is flickering or whatever so let me delete this one and let's say uh in general rendering i bought it from here so and let's say this frame is missing and this frame is missing so what we can now do is we can click generate batch file again let's have a look to the console and you will see that nine frames are missing and now let's take a look into the batch file again it's here and you will see all the frames we deleted will be find here found here and yes that means that our generate batch file button always will take a look for frames that and are that are missing and the only thing you need to do is to click this button and then click that play button and yes then the new generator batch file runs and will render the missing frames okay cool that is all about the tool shelf one of the biggest changes in the last year was to add force fields to our add-on force fields can be add to any object and will help to realize fantastic simulations this letter animation has been made using the volume force field [Music] force fields can be added by selecting an object and then click the forcefield button in the tool shelf or you take a look to the physics panel where you can also switch between different modes four different modes are available now so let me show you some examples [Music] more to be at in the future the next thing we show you is a new solver called epic rpg is short for a fine particle in cell and found its way into our flip fluids add-on you could choose epic as solver for small scale simulations it's good for high vorticity swirly and stable simulations and you can choose to use it simply by enabling it using this button here okay while developing its integration ryan rendered some great comparisons for you and let me show you them here [Music] [Music] [Music] importing and exporting data has been improved the latest versions of our add-on are now using a database for importing and exporting that makes the data transfer faster and that was required to add force field functions to the add-on and when talking about data in and export i would like to show you another great new thing and that is being able to use exported data for a complete new simulation without the need to re-export on scenes with a lot of geometry that will save a lot of time take a look okay so what i have here basically is an imported fracture modifier simulation uh yes it's looking like this all that flickering can be done away by using an edge split modifier but i cannot use the edge split modifier yet because i'm going to use this important model as obstacle for our flip fluid simulation and the flip flop simulator does not like edge split modifiers so i keep this disabled just for simulating and for rendering we can enable this by the way the fracture modifier still is available but it's a version 2.79 uh i'm sorry two dots oh yes seven nine is right seven nine and um yes it's still working and you can export um your fragile simulations from there into the alembic cache format and then import it into an actual version of blender okay so what i'm going to talk about now is the cache directory because there's something you should know what is new and this is this i made this an obstacle and i set up my simulation so what i have to do now is i have to click on bake and then our add-on is exporting all that little shards into a cache folder by the way we have to make sure that export animated mesh is enabled for this otherwise you might have some issues okay so let's click on bake and let's see how long this will take to export all that little things into yes the cache folder and then to be simulated i'll make a short break and come back when it's finished okay well exporting has been done so far and i already did a simulator bake some frames for you to show what's going on here so by going through the timeline here you can see how things are falling down into my fluids and yes that works well but the thing is the result is not what i accepted it could be and this is because i simulated with not a high enough resolution so what i need to do now is i have to stop and i have to make some changes in the settings for the domain so one thing i should really do is i should increase the resolution here so what i do now is i think something like doubling it would work very well and what i also would like to do i would like to see some white water particles so have foam and bubbles or spray but i'm going to simulate only foam and spray the other stuff is not required and i do not want to uh delete the cache we already have used i would like to use a new cache folder to be able to compare the new settings to the old settings and this is the thing what i would like to talk about with you because when i go down here to cache directory i can tell i call this name cache2 hit enter and now i can bake with the new settings but the thing is when i do this all these um shards will be re-exported and i have to wait again so what we can do now is we can use the old cache directory for the already exported files and use them in our new simulation so let me copy this path here and i believe the old name was cache so this way when you click bake the simulation of the add-on is looking into this directory for pre-exported files and use them and does not re-expand everything so just hit bake and you will see baking is in progress without having to export anything else so this is very new this is how link existing exported geometry is working by the way if you have selected the obstacle and you are not going to change the path here you will use the same path you can use this skip mesh re-export button here to uh makes the add-on not to re-export everything but this only works for the actual cache directory okay so that's all from this site attributes are coming in the future we think beginning with blender 2.93 you will be able to use data like age or speed as example to modify fluid surface colors with it we made some experiments with blender experimental builds and that still worked great look at these examples [Music] [Music] [Music] [Music] [Music] okay and here's another very very cool feature and this is called upscaling upscaling can be used to upscale your simulation on a specific frame in a place of simulating all frames in a new resolution so here's a great example for this so let's click bake and what you can see now is a sphere that is emitting some fluid um the way i made this scene is i took a cube and rotated it a little bit and made it an obstacle and in worsted obstacles so just fluid inside this uh inversed obstacle will be simulated okay so but now that comes here comes the part that i'm going to show you so um the fluid is coming down this ramp here and now here on the bottom it's uh beginning to swirl here yes and that is uh really cool it looks so beautiful and let's say this part is the only part you would like to render so you would take a camera here and of course you would like to render this in a higher resolution or you would like to simulate this in a higher resolution the thing is in general you would now go to frame one you would press reset and then you would increase the resolution to something like let's say 250 and then you would rebake all the frames down there but we do not need to do this you can bake in a low resolution let's say till here and then rebake at the scene here so you have to select resume bake from let's say frame 51 is here or from 101 what is here or if you choose to use another frame you have to go to the more baking settings here and then you can take the look to enable save states and can choose there to make save states all 25 frames as example then you have um more in the list here you can choose from but for my example this is enough so let's say at 101 i would like to have a higher resolution so go to 101 select 101 and make sure you have increased your resolution to something you would like to see in my in my scene it's a resolution 250 and now just click resume baking and what the other now is doing it just looks at frame 101 and beginning from there it will use a new resolution so as you can see here so the frames before are it's a lower resolution and with frame 101 it jumps into a higher resolution and this way you can save a lot of time i mean let's think about doing something like a river simulation or whatever you would like to have you do not need to simulate the whole path of the fluid for the part you would like to render you can simulate in a very low resolution and when it comes to the point where you need higher resolution you can stop you can increase the resolution you can test the simulator to resume from this frame and then beginning from this frame the simulator will simulate with a higher resolution and we came to the end of this year's development video finally let me tell you that we were able to fix many bugs with your help and something and something you did also do you made a great video with us it was a customer reel 2020 and this was really a lot of fun to edit i mean you should take a look on our youtube channel to watch it the final video was that great that we decided to repeat this event again so for those i hope if you are interested into this take a look to our participants page and when you are visiting our homepage www.flipfloits.com you should take a look to the development corner because ryan gives you a regular development update there so if this is interesting for you that would be the right place to take a look too [Music] great that was all for this year let us know what you think about our development a good thing would be to use the common fields below this video and yes thank you very much for watching see you next time goodbye [Music]
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Channel: FLIP Fluids
Views: 8,204
Rating: undefined out of 5
Keywords: Blender, FLIP Fluids, FLIP Fluids addon, addon, b3d, physics, simulation, development, blender3d, liquid simulation, flüssigkeiten simulator, blender community, flipfluids
Id: B_FgV9eKQXw
Channel Id: undefined
Length: 26min 19sec (1579 seconds)
Published: Tue May 25 2021
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