Tuesday, December 18, 2012

Ionic Render with Houdini

This is one of the scenes I included with Ionic ( get it here: ionic.forumotion.co.uk/ )
I exported the particles to bgeo format and mesh creation and render in Houdini with Mantra. I'd like to change some things in the sim but anyway, it's cool to see it rendered instead of just points :)
Many thanks to Igor Zanic and Srdjan Milosevic for their help with Houdini!
Hope you like it!

Sunday, December 2, 2012

Ionic Beta 0.1 Download


I've finally released an open beta for Ionic. It will be free until the end of the year, then I'll see what I can do with it. I'd like to make a commercial product but for it I have to able to give the right support. But for now... enjoy!
I've written a .bin (realflow) and .bgeo(Houdini) exporters so you can render or mesh the particles with your favorite software.

I've setup a simple forum so you can ask for new features, report bugs, show your works and download new versions. You can get the beta there.


Tony Ambles

Tuesday, October 2, 2012

Ionic Maya Demo

I've been busy lately but I've been working in the plugin stability, as I'm planning to release a demo at the end of october.
In this video you can see a very simple demo of how Ionic works in Maya, just to give you an idea of speed and UI. The video compression make things look a bit weird, though.
Stay tuned! ;O)

Thursday, September 13, 2012

Lighthouse test

32 millions of particles, 600 frames, 4h 30m
Now the plugin supports Maya Fields, there's one field at the beginning creating some turbulence and then pushing the water a couple of times during the sim.
By the way, this is all in one pass, all the splashes comes directly from the simulation.

Friday, August 31, 2012

New solver for Ionic, 36 millions of particles

While working on my SPH and DEM solver I had an idea of a new way to solve this that allows many more particles, and this is the first test. It's not full SPH, it's not FLIP, it's something.... else :O)
It's still in a a very early stage, but it seems promising to me, no foam yet for this one, I'll continue with it next week when I come back from my holidays.
36 millions of particles, 300 frames, 1hour 30 minutes

Monday, August 27, 2012

First foam test

First test of foam, Ionic Maya opencl
5 millions of particles, 1h 20 minutes
Creating foam directly with sph particles is a bit tricky, this is the first test :)

Monday, August 20, 2012

Ionic SPH 8 millions of particles

Hi! I made a quick test of the OpenCL SPH solver to check the new optimizations I implemented and this is the result, as always with a Nvidia GTX670: 
- 8 million particles
- 450 frames
- 1h 50 minutes
So, well I have to say I'm quite happy now with the speed, and I don't think I can optimize it much more. Next step: Foam! :O) Cheers!

Friday, August 10, 2012

More particles, more frames...

More Particles, more frames, more sim time.... :) 1.4 millions of particles, improved simulation parameters. 450 frames, Simulation time 1h 45 minutes (update: just 25 minutes with the new optimized version) The color is fixed on the particles once all of them are emitted, it's just particleIdx / numParticles Next time I'll show how to export the particles and import them as nParticles so you can create a poly surface and render.

Wednesday, August 1, 2012

Ionic Collisions with Animated Objects

Hi! This is the first test of Maya's OpenCL plugin, Ionic (temp name, if you have a cool idea for a name for the plugin I'd love to hear it!) colliding with animated objects. The number of particles is around 280k , 200 frames and the sim took around 11 minutes. Sorry for the quality of the video, I guess I'll have to get a Vimeo account as the video I uploaded was supposed to be HD... :)

Monday, July 2, 2012

First Test of Ionic OpenCL Maya plugin running the SPH solver

Hi, this is the first test of Ionic, my DEM/SPH Plugin for Maya. 300 frames, the simulation took around 11 minutes, 335k particles, too slow yet. The SPH Solver is of course not as fast as the DEM because the mathematics behind are a bit more complex, but again, it's still not optimized at all. I will spend some time improving collisions with animated objects and making a cool user interface. Later on I'll optimize both solvers and I'm thinking about adding Bullet Rigid Body two way interaction, I already did a Bullet plugin for Maya so I have half of the work done, just need time! :O) Cheers! Tony

Monday, June 18, 2012

New SPH/DEM Maya GPU Solver

Hi! It's been a long time since I updated the blog :) Lately I've been working with openCL and developing a new particle solver for Maya. This video shows the first test of the DEM solver. As you can see it's pretty fast, it can move at good rate more than half a million particles, and even with one million is going pretty well. There's still some room for improvement as it's not yet optimized. For example, I'm not even sorting the particles yet. I'm finishing now the SPH solver so it will be able to simulate liquids soon, I'll keep you posted. All the videos are running using a Nvidia GTX 670. Hope you like it! :)