Well Maya has been used for games and films for many years, the realflow particle program is more for CGi uses, though maya has its own implementation which could easily do this.
Search youtube for "NVIDIA PhysX Fluid Demo " as you can see its in realtime, but this stuff is so intensive on the hardware, I think it will be sometime, but IMO its the next big thing in games and when they combine this with proper background damage it will be insane. Perhaps with a voxel engine.
none of your faults! for an accurate computation (for water) you should have used at least a 100-bilions-cells-mesh-grid only for spatial measurements (with 200 bytes of RAM use per cell), none that a 250$ computer could afford xD.
May i ask you what kind of method did u use for this computation?
It was done on a q6600 (Quadcore) with 3 gig of ram and windows XP (x86).
The fluid simulation literally crashed my pc once a certain level had been reached, I now have 12gb ddr3 and i7 920, so I'm sure I could do it much better but I'm working on advanced terrain creation at the moment and its really quite a lot to take in, but will be worth it.
none of your faults! for an accurate computation (for water) you should have used at least a 100-bilions-cells-mesh-grid only for spatial measurements (with 200 bytes of RAM use per cell), none that a 250$ computer could afford xD.
May i ask you what kind of method did u use for this computation?
Yeah it is a bit rigid, but I was limited at the time with regards to how accurate I could simulate because of my hardware limitations. It started to crash once I reached a certain limit, so I could not make it any smoother due to the computer crashing.
The PC I did this on can now be bought for £250 :). I need more POWAH.
I have to say that is pretty awesome
would you say the program you used would be good for making games
and what sort of things can you do with that program
theCJTrecords 1 year ago
@theCJTrecords
Well Maya has been used for games and films for many years, the realflow particle program is more for CGi uses, though maya has its own implementation which could easily do this.
Search youtube for "NVIDIA PhysX Fluid Demo " as you can see its in realtime, but this stuff is so intensive on the hardware, I think it will be sometime, but IMO its the next big thing in games and when they combine this with proper background damage it will be insane. Perhaps with a voxel engine.
Jamerio3D 1 year ago
none of your faults! for an accurate computation (for water) you should have used at least a 100-bilions-cells-mesh-grid only for spatial measurements (with 200 bytes of RAM use per cell), none that a 250$ computer could afford xD.
May i ask you what kind of method did u use for this computation?
Serchia88 1 year ago
@Serchia88
It was done on a q6600 (Quadcore) with 3 gig of ram and windows XP (x86).
The fluid simulation literally crashed my pc once a certain level had been reached, I now have 12gb ddr3 and i7 920, so I'm sure I could do it much better but I'm working on advanced terrain creation at the moment and its really quite a lot to take in, but will be worth it.
Jamerio3D 1 year ago
none of your faults! for an accurate computation (for water) you should have used at least a 100-bilions-cells-mesh-grid only for spatial measurements (with 200 bytes of RAM use per cell), none that a 250$ computer could afford xD.
May i ask you what kind of method did u use for this computation?
Serchia88 1 year ago
Is that supposed to be water? Looks like liquid mercury being poured on it.
gorpkaiser 1 year ago
@gorpkaiser
Yeah it is a bit rigid, but I was limited at the time with regards to how accurate I could simulate because of my hardware limitations. It started to crash once I reached a certain limit, so I could not make it any smoother due to the computer crashing.
The PC I did this on can now be bought for £250 :). I need more POWAH.
Jamerio3D 1 year ago
awesome.
really nice work
alexra88vfx 1 year ago
cool
Sarge6000 2 years ago