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The FLIP Fluids addon is a tool that helps you set up, run, and render high quality liquid fluid effects all within Blender, the free and open source 3D creation suite.

Home Page: https://www.blendermarket.com/products/flipfluids

License: GNU General Public License v3.0

CMake 0.08% Python 21.52% C++ 75.32% C 3.07% Batchfile 0.01%
fluid-solver fluid-simulation computer-graphics blender-addon fluid simulator flip-fluids beta simulation fluid-engine

blender-flip-fluids's Introduction

image

FLIP Fluids

The FLIP Fluids addon is a tool that helps you set up, run, and render liquid simulation effects. Our custom built fluid engine is based around the popular FLIP simulation technique that is also found in many other professional liquid simulation tools. The FLIP Fluids engine has been in constant development for over four years with a large focus on tightly integrating the simulator into Blender as an addon. It just feels like a native Blender tool!

With our reputation for delivering high quality software and outstanding customer support, the FLIP Fluids addon is one of the best selling products in the Blender community.

Have any questions? Do not hesitate to ask us here or at [email protected]!

Getting the FLIP Fluids Addon

You may purchase the FLIP Fluids addon on official marketplaces where the FLIP Fluids addon is sold. Purchasing a license entitles you to the full FLIP Fluids feature set and content, tool support, and helps ensure the continued development of the addon. Thanks to the amazing support of the Blender community, we have been able to further develop the addon on a full-time basis since its initial release in May 2018!

Getting Support

You can get support for the FLIP Fluids addon by reading the documentation and wiki or through the marketplace messaging systems where you have purchased the FLIP Fluids addon product. Support is granted to all customers whom have purchased a license.

Key Features

See any of our market place product pages for information on features.

System Requirements

  • Windows, MacOS, or Linux operating system
  • Blender 2.8 to 4.0 compatible
  • CPU 64-bit Intel® or AMD® or Apple Silicon multi-core processor
  • 8 GB RAM minimum, 16 GB of RAM or more is highly recommended

Blender Support on MacOS: Due to a MacOS specific Blender bug in versions 2.80, 2.81, and 2.82, these Blender versions cannot be supported. Blender 2.83+ or later is required for MacOS.

Release Notes

For release notes, see this page: Release Notes

License

This program uses multiple licenses. See the files LICENSE_GPLv3.md, LICENSE_MIT.md, and LICENSE_Standard_Royalty_Free.md for license details. In General:

  • The Blender addon code is licensed under the GPL.
  • The FLIP Fluids simulation engine is licensed under the MIT license.
  • Some addon content will be using a Standard Royalty Free license. This license may cover content such as example scene files, media, artwork, data, and features that rely on this content (ex: Mixbox color blending features). This content will only be included within the paid addon and will not be available on the GitHub project page. The addon is still completely usable without this content.

Source code files will state their license at the top of the file. Assets will include a license file and information in their containing directory.

Building

To build the FLIP Fluids addon, some programming experience or prior experience building C/C++ applications is recommended. The basics of navigation and executing commands using the command line is also recommended.

Like our FLIP Fluids addon? If you can afford, please consider purchasing a license on an official marketplace to help support our continued development of the project. Development of the FLIP Fluids addon is funded solely through sales through marketplaces, and as a small team we truly appreciate your support.

Source Code Dependencies

There is one dependency to build this program:

  1. A compiler that supports C++11.

WINDOWS OS WARNING: Compilation using MSVC (Microsoft Visual Studio Compiler) is not supported. Building with MSVC will result in errors, performance issues, and incorrect simulation behaviour. The MinGW compiler is the only supported Windows compiler.

Aside from a C++11 compiler, you will also require installations of:

  1. CMake to generate the appropriate solution, project, or Makefiles, for your system.
  2. GNU Make to compile/build the FLIP Fluids simulation engine.
  3. (optional) Python 3.3+ to use the automated build script.

Building with automated script

This repository includes an automated build script to help you build and compile the FLIP Fluids addon. Use of this script requires an installation of Python 3.3+. The script will work best if CMake and GNU Make are located in your system PATH variable, but if not, you may also specify their locations when executing the script (run python build.py --help for help).

To build and compile the FLIP Fluids addon, navigate to the root of the project directory and run:

python build.py

Once successfully built, the FLIP Fluids addon will be located in the build/bl_flip_fluids/ directory.

Building without automated script

To build and compile the FLIP Fluids addon without the automated Python script, first copy the cmake/CMakeLists.txt file to the root of the project directory. The program can then be built and compiled using CMake and GNU Make. Example if your current working directory is located at the project root:

mkdir build
cd build
cmake .. -DBUILD_DEBUG=ON
make
cmake .. -DBUILD_DEBUG=OFF
make

The above script uses CMake and GNU Make to build the FLIP Fluids engine twice: once for the debug version of the engine, and again for the optimized release version of the engine.

The CMake Generator can be specified by adding the -G "[generator]" flag. For example, to specify MinGW Makefiles on Windows OS, you can add the CMake flag -G "MinGW Makefiles".

Once successfully built, the FLIP Fluids addon will be located in the build/bl_flip_fluids/ directory.

Links

blender-flip-fluids's People

Contributors

akarsh786 avatar amarshall avatar cg-kdaf avatar edwin2525 avatar ifma14 avatar rlguy avatar submissivepeanutbutter avatar

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blender-flip-fluids's Issues

[Test Case Results] AhmedSalih3d

test_case_viscous_net65.zip

I ran the viscous_net succesfully on my laptop. Looking forward to trying out the more advanced tool, when this gets approved hopefully. I didn't experience other issues, than if I wanted to cache my results in a dropbox folder it would make an error since a sharing violation would occur. The simple fix was to store on harddrive instead.

Different material respectively?

I understand that fluid material depends on the domain setting.
But if user want to use two type of materials to set to different fluid surface respectively which come from different source, is it or will it be possible?
See image below, for example,
A left fluid come from "fluid" source. A right fluid come from inflow source. I want to set red material to the left, blue material to the right.

figure

[Feature Request] Add option to immediately trigger mesh reload when viewport display settings are changed

Problem

When changing the viewport surface/whitewater display settings in the FLIP Fluid Display Settings panel, no effect is immediately seen. The effect only takes place after triggering a frame reload which can be done by changing the frame or re-entering the frame number in the timeline.

The reason why a frame reload is not automatically triggered when changing display settings is because for large meshes, a reload could take a second or two to load into the scene. This could cause the interface to 'hang' and feel unresponsive. For some users, automatic frame reloading may be desirable.

Solution

Add an option to the FLIP Fluids Helper panel (located in the toolbox) to allow the user to set whether they would like automatic frame reloading. Unchecked by default.


Comment and let us know if this is a feature that you would like! Let us know if you have any suggestions. If enough people would like this option added, we can add this functionality to the interface.

Rigid fluid

Hi,

Firstly should say I am really loving playing with this - it just so happens I have the week off work which has enabled me plenty of playtime! Sorry I keep sending so many reports!

This could simply be how the solver works but in simple example below (images) where
Domain dimensions are: 8 X 8 X 8
And Fluid is 8 X 8 X 2
With as you can see an initial Z displacement so the water drops as block

The water lands as a solid rigid block and has very little motion when it reaches the bottom.

However, if I reduce the size of my water block to 7 X 7 X 2 - it works as expected. See other image below.

Thanks

Rigid.... 8 X 8 X 2
bug4a

Working 7 X 7 X 2
bug4b

[Test Case Results] niklassjogren

Hi. Did some of the tests, mostly low resolution, on my desktop computer and I think without any problems! I'll try to do some more of those with higher resolution during the evening!

Desktop computer results:
test_case_lighthouse125.zip
test_case_viscous_net65.zip
test_case_cascading_water_feature100.zip
test_case_fluid_in_an_invisible_box100.zip
test_case_fluid_in_an_invisible_box200.zip

You also got details on my laptop, when I run the tests on that machine should I just put the exported "results" here in the same thread too?

/Niklas

Bad Image

I believe I've installed flip correctly. Once I've loaded up any of the test scenes, I get a windows error:
image
Here's what I'm getting from the system console:
Traceback (most recent call last): File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\bake.py", line 1149, in bake fluidsim = FluidSimulation(init_data.isize, init_data.jsize, init_data.ksize, init_data.dx) File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\pyfluid\fluidsimulation.py", line 65, in __init__ self._init_from_dimensions(isize, jsize, ksize, dx) File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\pyfluid\method_decorators.py", line 68, in check_values return func(self, *args) File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\pyfluid\fluidsimulation.py", line 81, in _init_from_dimensions libfunc = lib.FluidSimulation_new_from_dimensions File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\pyfluid\pyfluid.py", line 39, in __getattr__ self._lib = self._load_library("pyfluid") File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\pyfluid\pyfluid.py", line 57, in _load_library raise LibraryLoadError("Unable to load library: " + name) bl_flip_fluids_test_suite.pyfluid.pyfluid.LibraryLoadError: 'Unable to load library: pyfluid' Exception ignored in: <bound method FluidSimulation.__del__ of <bl_flip_fluids_test_suite.pyfluid.fluidsimulation.FluidSimulation object at 0x0000023C30FDF080>> Traceback (most recent call last): File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\pyfluid\fluidsimulation.py", line 88, in __del__ libfunc = lib.FluidSimulation_destroy File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\pyfluid\pyfluid.py", line 39, in __getattr__ self._lib = self._load_library("pyfluid") File "C:\Users\Ryan\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\bl_flip_fluids_test_suite\pyfluid\pyfluid.py", line 57, in _load_library raise LibraryLoadError("Unable to load library: " + name) bl_flip_fluids_test_suite.pyfluid.pyfluid.LibraryLoadError: 'Unable to load library: pyfluid'

[Crash] Blender often crashes while rendering whitewater particles

Hi,

I seem to get a blender crash sometimes when I render.

This happens whether using the 100 or 300 resolution.

Still using the test version - wanted to complete all tests with that first. I have changed the environment as I didn't have the version with textures.

Which files would you like? I can send the version of the scene file I am using.

This happens regardless of if I use the GPU. Have run through VisualStudio for a stack trace if it helps.

To save time you don't need to wait for whole render. As soon as I stop render early the crash happens.
rendercrash

Nothing shown in the Flip Fluid panel.

Hi, thank you for inviting me as a beta tester.

I have installed the addon, bl_flip_fluids_test_suite-x64_v0.1.1t.zip, without any error message.
And I confirmed that the Flip fluid button in the Physics.
After clicking the button, only header come up. But there is no contents.

iamge1

image2

iamge3

The some error messages are caused by other addon, I think.

[Feature Request] Allow user to select which GPU to use

Problem

The simulator doesn't have a 'smart' method of selecting which GPU to use, it just picks the first GPU from a list. This can cause the simulator to choose the less powerful GPU, or even an integrated graphics chip which will slow down simulation baking.

Solution

  1. Add an interface element to the Addon Preferences menu that allows the user to select which GPU they want the simulator to use.
  2. Use a smarter method to try and detect the more powerful GPU and use that as the default selection

Workaround
Note: This workaround only applies to the FLIP Fluids Beta addon, not the Test Suite addon

If the addon is selecting the wrong GPU, try disabling GPU features until this issue is fixed. Simulations may run faster using your CPU.

disable_gpu_features

Error when setting Export Test Case directory to an absolute path (Test Suite Addon)

This error only applies to the Test Suite addon.

  1. Set the export test case directory to an absolute path
  2. Click the Export Test Case button

This error is displayed:

absolute_export_directory_error

Workaround

Until this is fixed, don't use absolute paths when exporting a test case.


This bug has been fixed and will be included in the next Test Suite addon version (0.1.2t).

[Test Case Results] FERNANBOP

test_case_cascading_water_feature100.zip
test_case_cascading_water_feature200.zip
test_case_cascading_water_feature200_error01
test_case_fluid_in_an_invisible_box100.zip
test_case_lighthouse125.zip
test_case_viscous_net65.zip

These are the test cases I have done at the moment. The jpg image is a screenshot of the error I got while I was baking the 2nd test, but I hit the "resume" button and it finished succesfully. Maybe I will make some more with higher resolutions tonight, when I can leave the computer baking a few hours, while I sleep :)
I hope this is helpfull. Let me know what else I can do for you. I really like your software. Thank you for this chance.

Fernando Montero

[Requires Documentation] Which settings must be applied pre-bake and which settings can be applied post-bake.

Without documentation, it is unclear which domain settings will take effect post-bake and which settings must be applied before baking. Documentation should be added to clarify this.

In general:

Must be applied pre-bake

  • FLIP Fluid Simulation settings
  • FLIP Fluid Surface settings
  • FLIP Fluid Whitewater settings
  • FLIP Fluid World settings
  • FLIP Fluid Advanced settings
  • FLIP Fluid Debug settings (fluid particle debugging, obstacle debugging)

Can be applied post-bake

  • FLIP Fluid Display Settings
  • FLIP Fluid Presets settings
  • FLIP Fluid Materials settings
  • FLIP Fluid Debug settings (display grid, display console output)

Test version: Display settings not working properly

Hi,

Changing the viewport display options seems to have no effect between final/preview/none

Neither do they seem to make a difference on different elements - for example fluid_surface.

Have only run 100 resolution test so far.

Come to think of it - what does is the difference between the display settings on the domain and the different elements (i.e. surface) mean?

Thanks

Icon to display preset info on UI

An icon to display a preset info is now "question" mark.
This is my opinion. I think that it is not good, because I think that it is for showing some help.
I think that it is better the icon is showing " ! " mark as blender info editor's icon.

figure

Banding artifacts against gradual sloping obstacles

  • CPU: Intel i7 7700
  • RAM: 32 GB
  • GPU: GTX 1070, 8 GB
  • OS: Windows 8.1
  • Blender Version: 2.79
  • Addon Version: 0.1.1

A banding effect can be seen in the fluid particles when a thin layer of fluid is sliding down a gradual sloping obstacle.

artifact_grouping

Example .blend file:
https://www.dropbox.com/s/a9om9oimpbiii0a/gradual_slope_banding_artifacts.blend?dl=0

Note: this issue is about simulation banding artifacts rather than mesh banding artifacts. Simulation banding artifacts cause particles to group and align to the grid. A fix for mesh banding artifacts can be found here: https://github.com/rlguy/Blender-FLIP-Fluids/wiki/Scene-Troubleshooting#mesh-banding-artifacts-against-curved-obstacles

Simulations to Alembic?

Hi! I read that "Simulations can be baked to Alembic caches for export to other DCC software, although Guy says that this is currently slow for large caches.", I wanted to try but I do not succeed, just get the first and only one frame and not the animation (Cache)?

/Niklas

Interface - option to enable fluid whitewater

Hi,

This is probably very subjective - but was wondering if the option to enable the fluid whitewater should be higher up in the UI than the display settings for it.

As the option to use white water controls whether display setting is accessible (i.e. greyed out), it seems to be more intuitive (to me) to have that option first.

Just a thought.

[Test Case Results] TripleDots

This is at 100. I am going to bake 200 through the night as I have some work to do.
Minus a few particles going through the object (which compared to the build in fluid means that this one beta is already flawless ha!) Everything went well.
I played back with 8fps even while baking to see if I could and it worked well.

test_case_cascading_water_feature100.zip

[Test Case Results] GCharb

Here is a first test, it went okay at 100 resolution.

test_case_cascading_water_feature100.zip

I am now simulating the highest resolution tests, but it might take a while before I can post them as they take a very long time to simulate, CPU load was low on the 100 resolution test, but it gets over 90% at time with the one i am running at the moment at 400 resolution, as it goes, it should take over 12 hours to simulate!

3 more tests, all ran without problems and I was able to playback the cached data.

test_case_fluid_in_an_invisible_box100.zip
test_case_lighthouse125.zip
test_case_viscous_net65.zip

I noticed that the GPU is not used during calculation (1-2%), Houdini fluids calculation went a lot faster when they made use of OpenGL, I mean quite a bit faster, so I would suggest to look into GPU support for the add-on, just a thought!

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