🎬 Learning Fire Simulation in Blender
I recently worked on a fire simulation experiment in Blender, setting the domain resolution to 300. Higher resolution increases the detail of flames and smoke, but it also makes the simulation heavier on computation.
To review the motion quickly, I used the Workbench render engine instead of Cycles or Eevee. Workbench doesn’t give realistic lighting, but it’s extremely useful for previewing simulations at high resolution without long render times.
👉 Key takeaway:
Resolution = detail (higher means more realistic fire but longer bake times).
Workbench = speed (great for checking motion before committing to heavy renders).
Always test in lower resolutions first, then scale up when satisfied.
Blender gives us the flexibility to balance performance vs. realism, which is essential in production workflows.
#Blender3D#Simulation#VFX#3DAnimation#LearningInPublic
If anyone is interested in developing their skills in 3D Modeling, a quick thought based on my experience that might be helpful.
💬 Here are some tips for developing this skill:
-Use references (proportions can make or break a model)
-Learn how to manipulate Object Pivot Point
-Learn how to manipulate object origin
-Know how to check face normals
-Learn how to use collections and instances
-Less polygons makes changes easier
Hello everyone,
I am back with another tool. This was just me playing around with some physics math and as usual it quickly turned into a full grown tool ;)
This node emulates wind forces on aircrafts, spaceships and helicopters and what a pilot would do to counter it. It helps to quickly add realism to flying animations. It lets you export locaters for other 3D applications aswell.
This tool is included in the Mango Suite. Get Mango Suite v02 here: https://lnkd.in/eWg-h7qf
Also I made some changes and new features for: remap spill and scope builder.
+ The tool suite includes a new muzzle flash generator tool too which is still in development. But you can play around with what is there already :)
#nuke#thefoundry#vfx#compositing#visualeffects#tools#programming
FlipFluid Simulation Platform - Blender Cycles render and export in EXR multilayer format, then reassembled in DaVinci Resolve's Fusion. An additional step that offers numerous benefits for post-production. From changing colors to fixing many errors without re-rendering everything again.
💧 Realistic Water Simulation in Blender 💧
Created this fluid simulation using Blender’s Mantaflow system.
The setup includes:
🔹 Fluid Type: Liquid (Domain + Inflow setup)
🔹 Resolution: 256 for fine surface details
🔹 Mesh + Fluid Surface Tension enabled for realistic flow behavior
🔹 Material: Principled BSDF with transparent shader mix for accurate refraction
🔹 Lighting: HDRI + Area light for natural reflections
🔹 Render Engine: Cycles,500 samples with adaptive sampling
Focused on achieving realistic water interaction with objects and lighting reflections.
🎥 Simulations like this help in mastering fluid dynamics, shaders, and scene composition in 3D workflows.
#Blender3D#FluidSimulation#CGI#3DDesign#VFX#KumaruuDesigns
🚀 Simulating #PICs has never been this intuitive!
Whenever you run a circuit simulation in the frequency domain, Luceda Photonics’s new #SmatrixVisualizer window will automatically appear—giving you powerful new ways to explore your #PICsimulation results.
✨ With the S-matrix Visualizer, you can:
✔️ Customize your plot layout
✔️ Visualize power, phase, or real/imaginary field transmissions across your entire #PICdesign
✔️ Use the built-in plot editor to select ports, tap scatter matrix elements, and bring your data to life
✔️ Export your plots as PNG, SVG, or HTML to share with colleagues
This new feature is part of Luceda 2025.09, making PIC design even more powerful for researchers, engineers, and innovators.
👉 Try it out in your next #photonics simulation—we’d love to hear what you think!
#datatools#photonicsinnovation
Simulating PICs has never been this intuitive!🚀 Whenever you run a circuit simulation in the frequency domain, our 𝗻𝗲𝘄 𝗦-𝗺𝗮𝘁𝗿𝗶𝘅 𝗩𝗶𝘀𝘂𝗮𝗹𝗶𝘇𝗲𝗿 window will automatically appear, giving you powerful new ways to explore your results.
✨ With the S-matrix Visualizer, you can:
• Customize your plot layout (change the scale, legend format, or layout theme)
• Visualize power, phase, or real/imaginary field transmissions of your entire circuit
• Use the built-in plot editor to select ports, tap your preferred scatter matrix elements, and visualize your plots
• Export your plots as PNG, SVG, or HTML, and share them with colleagues
Give it a try in your next simulation - we’d love to hear your feedback!
👉If you’re attending #GPEF2025, stop by our booth (#4) to explore this and many other advanced features in our latest release, Luceda 2025.09!
#LucedaPhotonics#SmatrixVisualizer#PICsimulation#newfeature#PICdesign
Developed a CSG-inspired multi-tool plugin for Autodesk Maya to aid the process of developers transitioning from CSG style editors such as Trenchbroom and Valve Hammer Editor to a hard surface modeling suite like Maya. Allows the instantiation of primitives at where the camera is facing rather than at the world origin, and includes many useful convenience features that save a lot of manual multi-step clicks.
Turning Physics into Art - Electric Fields with Geometry Nodes in Blender 4.5
In this detailed tutorial, learn how to create and animate electric field visualizations with Geometry Nodes in Blender 4.5. You’ll explore concepts like field direction, line tracing, parallel loop, and particle flow - all built procedurally.
https://lnkd.in/exi7NWP3#blender#blender3d#b3d#3d
🚀 MeshLib v3.0.8.226 is out!
The latest release introduces powerful new geometry tools and expanded compatibility to boost your 3D workflows:
✨ Lattice structure generation for lightweight, high-performance designs
🌀 Swept volume creation for toolpath simulation
🧩 Viewer improvements with enhanced rendering and usability
📄 PDF export customization for richer reports
⚡ CUDA 13 support for faster processing
Dive into the full list of updates here 👇
🔗 Read full Release Notes: https://lnkd.in/dWUEJH7u#MeshLib#3DGeometry#MeshProcessing#Release#CUDASupport#LatticeGeneration
Another Post Processing effect. It's an inspiration from one of my favourite movies: Predator(1987). This is a simulation of a thermal vision from Predator point of view.
It's also a combination of 3 Shaders:
- Post Processing Renderer Feature shader which makes whole screen blackened, adds some vignette and adjustable noise.
- Post Processing Renderer Feature shader that is a mask for a target, that excludes target from the first shader.
- Fragment Shader attached to target that makes thermal areas. It uses blue/green/yellow/red palette, rim and view position dependent coloring and noise on thermal areas.
On the video I am playing around with some parameters, we can adjust global noise, thermal areas noise influence or size for a different effect.
Thermal areas could be even in a texture to have a bigger control where thermal areas are, but I prefer some rim and view dependent approach. Do You like it? 🙂
My C++ Journey: Upgrading a Simple 2D Physics Engine to a Full 3D Interactive Simulator!
I’ve reached a major milestone in my C++ learning journey: successfully upgrading my old, small-scale simple_physics_engine (which was limited to 2D) into a fully interactive 3D Physics Simulator (v0.1).
This wasn't just a rendering update; it was a deep, practical exercise in C++ systems development and performance logic.
You can see a quick demo here: [https://lnkd.in/gfR4Dx57]
From 2D Concept to 3D Reality
The previous 2D version had very limited control and features. The move to 3D forced me to confront several core engineering challenges head-on:
Physics Stability: I had to implement a robust fixed time-step loop to decouple physics calculations from the rendering frame rate. This ensures the simulation runs reliably and consistently, which is essential for any performance-critical C++ application.
Boundary and Collision Logic: Transitioning the physics to 3D meant solving complex, real-world issues. I implemented accurate sphere-to-sphere collision using impulse resolution, and perhaps most satisfyingly, fixed the classic bug where spheres would sink into the ground by correctly constraining objects to their radius at Y=0.
State Management: I built a fully functional state machine to manage the user experience. Now, the application can switch seamlessly between simulating, pausing, and displaying complex input menus for editing.
Key Features of this Version
The result is a versatile C++ application where users have full control:
Custom Spawning: Use the menu to define the mass and radius of new objects.
Live Editing: Select any object and use the menu to modify its position, velocity, and mass mid-simulation.
Intuitive Controls: Smooth, controlled camera movement and dedicated keys to reset the world or instantly clear all objects.
Building this project has been an invaluable way to strengthen my C++ skills, particularly in low-level memory handling and performance optimization. It shows the power of C++ for building foundational technology.
What advanced feature should I tackle next? I am open to suggestions.
The full source code is available here: [https://lnkd.in/g3g-EgMS]
#CPlusPlus#SoftwareDevelopment#PhysicsEngine#LearningJourney
Did you know Blender can be liked to real fire simulators? https://youtu.be/pYAeUL8D3h8?si=0zoB5SyO8Qda45ga