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File: FLIP.jpg (43 KB, 460x460)
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Probably the best addon in a while. It goes for $76 on the Blender market, but it's open source on github https://github.com/rlguy/Blender-FLIP-Fluids Anybody get this shit to work yet? I'm getting errors when I try to load it as an addon.
You have to compile the fluid engine before installing the addon in Blender.
I tried doing that in Visual studio but I was getting a lot of errors. Not familiar with VS and I don't really know how to compile to a DLL. I was using the libraries from the demo FlIP addon, but those aren't working so I guess I'll have to try compiling again.
>fluids addon for Blender
you mean donut frosting?
You have to generate your make files with cmake https://cmake.org and than compile it with them.
There's a cmakelists.txt file which looks like it covers everything. Here's a quick explainer: http://mathnathan.com/2010/07/getting-started-with-cmake/
Basically, install cmake for your OS, clone the FLIP repo and cd to the top level, run cmake and then make.
You should probably install the OpenCL SDK before building, too.
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actually this seems to be more difficult than i'd expected, anon. i've managed to get the objects to build by using the nmake generator and adding #include <algorithm> to each of the source files where a "min/max is not a member of std" error was being thrown, but now the linker is throwing an error that c:\windows\system32\opencl.dll is invalid or corrupt.
i've tried with 32 and 64 bit vs tools and have updated/installed nvidia drivers, nvidia cuda sdk, intel opencl sdk and intel opencl cpu driver.
maybe i'll ask on /g/ and see if a kindly pajeet will do the needful.
Don't know if it helps but on Linux I just use this script https://bpaste.net/show/9bc50488e0ce and it works without problems.
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thanks, that does help. i've just installed llvm because apparently clang is part of that, but the vs integration script failed - it looks like it needs an older version of visual studio. i'm now installing all 12gbs of vs 2015 now so i'll try again when it's done.
really i should just switch back to using linux full time. everything in windows just seems to be more bloated and time consuming.
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nibbas we've done it!
i had to change the cmakelists.txt to not override the opencl path and i've also installed TONS of shit like llvm, mingw, vs2015 (already had vs2017), nvidia cuda sdk, geforce drivers, intel opencl sd, intel opencl driver.
you can download it here if you trust me: https://mega.nz/#!WyxB1ICI!tlrroCQuXZYbWioHPfvM5EsRJvRri2fWNI2YE1kCcLE
just extract it to your blender\2.79\scripts\addons dir (i haven't tested installing as a zip) and enable in blender.
if you do manage to get it to compile yourself, you need to rename blpyfluid.dll to libblpyfluid.dll for some reason.
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this shit looks pretty good!
Nice job lads.
that's pretty fast for opengl rendering
opengl just is fast. it's a shame that they changed the plugin architecture in 2.8 just enough to break most addons (including flip) because i'd rather not wait hours for cycles to render after waiting hours for a sim to bake.
based pablo was saying that most addons can be fixed with just find+replace so maybe i'll have a look at it once i've got a nice wallpaper paste sim to render.
unless of course someone who can actually write python wants to take a shot?
addons always break on updates. but if the addon is supported im sure they will update it after 2.8 drops
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rendering, fluids, and (with 3 lines of python to increment the frame number and render it individually) animations are working in 2.8 so i'm far too impatient to wait for the flip guy. i'll post it on here if i get it working.
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blender fluids vs flip fluids both at 65^3 voxels in a 2m cube. i'll stop making this my personal blog now.
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i've got it to actually enable by commenting out a handler for bpy.app.handlers.scene_update_post, which no longer exists. who knows what that might break.
i've then got the properties panel to display by finding and replacing all instances of the deprecated context.scene.objects.active with context.active_object.
i'm now seeing an error on line 70 of flip_fluid_properties.py - it's basically trying to set a property on itself inside a function which is indirectly called from a draw function. according to this https://blender.stackexchange.com/questions/43710/how-can-i-change-a-custom-property-value-in-python-attributeerror-writing-to-i#43727 it shouldn't have ever worked and needs breaking out into a seperate callback.
i'm off to bed but here's what i've got so far if someone else is interested in having a look https://mega.nz/#!yuBQmCgK!WbPm5B_SJQXqV1g_wRUVy28USP48FVVLOXwoVzKVzH0
can someone reupload? i was able to get blender to install it but when i go to try to use it it doesnt show up
see >>627239

Anon, that's not a d-donut, and that's not f-frosting...

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