This is a SPH plugin with a script interface for 3ds max,
It was planned for thinking particles, but because the script operator is very buggy and could not make a simple test (even the build int examples brings errors) I've decided to implement it in Particle flow.
This script interface can be used in any maxscript,
So when it will be finished it will be possible to use it in other particle simulators or anything that has access to maxscript, also you could make a simple script to use the vertices of the mesh as fluid particles, not sure how it will behave ) but anyway...
For now its unstable because of small number of substeps and dT is fixed for now, + some optimization problems
The API is very simple
ResetParticles() - Resets all data
SetupParticles(H, Rho0, k, kNear, sigma, beta) - Sets the global consts
UpdateParticles(UniqueIDs_Array, Positions_Array, Velocity_Array) - Update the particles
GetUniqueIDs() - Get the resulted ids in the correct order
GetVelocities() - Get the resulted velocities in the order of UniqueIDS
used 3ds max 2009x32
@cyb3r78 When I'll have something decent,
Btw, I've decided to stop with script interface because its very slow and have big impact on SPH optimization, maybe latter I will still finish it. But for now I want to make the SPH simulator as a plugin operator for Particle Flow and maybe latter to see if I can integrate CUDA for speed.
spider853 3 months ago
are you going to release it for bublic tests?
cyb3r78 3 months ago