Is it possible to replace as much as possible, even downscaling what softbodies can do. and just run bullet as framework. Bullet for everything.
Physbamseems so cool, but so illusive, no github, really no integration in major softwares but hints here and there seems it’s being integrated into studios proprietary in-house softwares here and there.
It’s cool that it can mix rigid/soft/cloth and smoke and fluid sims! all in same domain. So it got that going for it.
But in my opinion, I think Bullet would be near perfect for Blender, especially since they’re more realtime, game focused. And now it seems to be pushing onto GPU meaning independent artists, or smaller studios can do rather large scale sim scenes levaraging the GPU they bought for render with Cycles anyways.
As Swedes we automatically think something like PhysBam would be ‘open’ as our universities are open - but the US ones are ‘private’ and of course use what they have to make money… It might be, PhysBam will never reach any pro/prosumer level software…
Yeah, it’s kinda the holy grail of FX TD work, having everything work together - but it’s also a huge risk when simming it as you get a lot invested in the solvers playing nice with themselves - and that’s not always the case. Imagine you doing having done a ‘perfect’ low res multi sim, then you upres the fluids, smoke, cloth solver, and send it to the farm for calculation - just imagine how nervous you’d be, hehe… That’s the good thing stacking sims from hard to fluids to soft to smoke, you know the stüff you’re building on already works.
Edit
I wonder if the kitchen explosion 2.50 minutes in was done in one sim - technically, it could have been, but probably not…
It seems kinda semi open source, how to get the code and how to bug report. But not as open as in GitHub open. License can be tricky with PhysBAM but it for sure looks “correct”, which I think we could pass on for Blender, rather have faster Bullet Physics in completely
Just my opinion though,
Seen that reel, it’s pretty epic. Would be neat to see what they use for physics sims, there’s that scene initially where the plane crash in a playblast view. Lots of stuff happening, arcs being shattered and houses falling apart. Could be bullet.
Yeah, I saw the 2013-14 goals, seems BF are, at least in part, focusing on the physics. Gonna be real interested in seeing how it’ll develop.
It’s all Houdini, so yeah, it’s Bullet Physics together with PyroFX for fire, smoke - and it’s all using their finite solver to get it interacting… Though I don’t know how much interaction you can get. As Bullet RBD and cloth/wire doesn’t play nice, there you absolutely have to do some stacking - or split the sims, that’s might be another option…
Edit
Haven’t used Houdini for years but I checked the doc’s and their glue restraint system is very much like the one in Pflow (old Orbaz Box#2) and/or autojoints in TP, so it’d be pretty easy to birth particles onto a surface and use the glue system and some Bullet collision objects to ‘fake’ the cloth in such a scene… Then you of course get interaction both ways. And as the RBD and the Pyro solver can sim together, you could sim it in one go…
So what you’d need in Blender to do the same (in one go) is a more advanced particle system - preferably that node based system Lucas started making years ago. Really hope that’ll jump into the light of day again - and it seems way too much work put into that for him to discard it…
I think his branch is very much alive, he just was hired to work on other stuff at the BF, lukas that is. The impression I have is that his branch is just waiting for merge into master. The node based particles, he has done work on the node system itself.
@Sergej I am peaking at your commits, just recent updated to bullet r2719 that means it’s on the latest 2.84, when 3.X is released which will be GPU/OpenCL accelerated will you upgrade it in Blender and try to get Rigid Bodies GPU accelerated?
I think you have adressed this before just wondering