The way I understand it, simulation nodes account for any kind of simulation - fluid, fire, smoke, particle, cloth, whatever. The basic idea of any simulation is the same - you have a starting state of the simulation, then on each frame it updates to respond to stimuli or parameters. In other words now that the basic nodes are there, there’s nothing you can’t simulate. The rest is mostly a matter of making it more user friendly. That said, it is still fairly mind boggling to me that people can figure how to do this using the low level nodes. Very talented stuff.
Thank you for the great explanations. I half succeeded to build this system, somehow I get only velocity changes from my collider registered that are in the +x/+y or in the -x/-y direction... I hope I can find my error to play around with this a bit more.
This is one of these cases when despite in depth explanation, I understand absolute nothing of it. ¯\_( ͡° ͜ʖ ͡°)_/¯ When people will ask another time why Blender don't have new physics system, Pablo should send this tutorial as reply. This is Hogwarts stuff.
My god, you actually created a fluid simulation in geo nodes, you are insane. Incredible work! Thanks for taking the time to explain your work.
The way I understand it, simulation nodes account for any kind of simulation - fluid, fire, smoke, particle, cloth, whatever.
The basic idea of any simulation is the same - you have a starting state of the simulation, then on each frame it updates to respond to stimuli or parameters.
In other words now that the basic nodes are there, there’s nothing you can’t simulate. The rest is mostly a matter of making it more user friendly.
That said, it is still fairly mind boggling to me that people can figure how to do this using the low level nodes. Very talented stuff.
Great work! Sim nodes are so fun
Amazing Tutorial 🙌
Congrats u just have made fluid solver like in houdini and x particles.🎉 you are genius🎉❤
That looks awesome 👌
Awesome work!
Your art is a goldmine💪🔝✨
Incredible. Blender should find a way to implement a easy way to use this kind of node setup..
Agreed! Predefined node networks is the way to go.
Awesome work, thx for sharing
jezus man thanks for this i havent even watched it yet, ill do it later today
I remember doing this with the Kai's Power Tools plugin for Photoshop back in 2000. Good times!
Really amazing.
Amazing, I've wanted a 2d fluid sim in Blender for a long time, defintiely better than dynamic paint or mantaflow with a flattened domain.
this is pretty cool, gotta try that some time :)
you beast you did it! thanks so much
Awesome. Any reason why u do not multiply vel * dt to get offset ? I mean u made dt=1, but would it not make it more stable to use lower dt?
sorcery! impressive!
Amazing!
incredible😍
So So So Cool!!!!!❤❤❤
this is great. Is it possible to not have the fluid effect "wrap" around object. Just have the effect dissapear off the boundaries
just like open borders in dynamic paint
Thank you for the great explanations.
I half succeeded to build this system, somehow I get only velocity changes from my collider registered that are in the +x/+y or in the -x/-y direction...
I hope I can find my error to play around with this a bit more.
alright, found it, as I suspected it was a typer error, some sample nearest surface was set to point insread of vector. :)
@@akoras3222 Those little details can be so hard to track down, glad you found it!
This is one of these cases when despite in depth explanation, I understand absolute nothing of it. ¯\_( ͡° ͜ʖ ͡°)_/¯
When people will ask another time why Blender don't have new physics system, Pablo should send this tutorial as reply.
This is Hogwarts stuff.
Hey how get Black and white map?