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vassvik.bsky.social
Simulation and rendering nerd. Co-founder and CTO @JangaFX Working on EmberGen and more. Discord: vassvik @[email protected]
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Shared by 'renmaxhb' - using EmberGen, LiquiGen, Maya, Arnold

Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/unders...

High viscosity twist

More extreme variable viscosity testing (wait for it) in #LiquiGen The thickest emitter has a 4096x larger viscosity than the thinnest Slightly unstable towards the end, and some alignment issues, but getting there! Interestingly it's the projection solver that struggles, not the viscosity solver

Voxel/particles size dependency study in #LiquiGen. Top-bottom, left-right the emitter is 1, 2, 3, 4, 6, 8 10 and 12 voxels thick, and there's roughly 2x2x2=8 particles per voxel. There are some alignment issues that I need to work out still in the 10 voxel case

Shared by Kris Brad: "The clouds were simulated in #EmberGen (58 VDBs total), with sim times between 5 to 30 seconds each. Each cloud ~20 to 90 million voxels (5–20 MB). Total render time in Blender Cycles: 3 hours on an RTX 3070." #b3d

Variant.

real-time viscosity simulation and rendering in #LiquiGen

Monte Carlo has many uses, but path tracing is one of my favorites. Part four (thenumb.at/Rendering/) explores how Monte Carlo integration is used to simulate light transport.