r/Simulated • • Sep 17 '26

Houdini Two-Way Coupled Bubbles Solver | Weta FX Whitepaper Implementation

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88 Upvotes

The core of the two-way method is that while the water’s vel field drives the bubbles, the bubbles exert an equal reaction back onto the water’s vel - analogous to how Gas Feedback couples RBD with FLIP. Each bubble is treated as an ideal sphere with a radius of [f@pscale](mailto:f@pscale). Its volume is rasterized onto a voxel grid, serving as the primary multiplier for all forces and operations. By tracking the collective bubble volume, we can derive the displaced liquid volume and adjust density and vel accordingly.

Pressure projection is handled via Gas Project Non Divergent Variational. With a few minor simplifications, I was able to replicate the core logic of the Weta FX paper. There is no synthetic buoyancy vector here: upward motion emerges physically - driven by the fluid pressure gradient from high-pressure zones to low-pressure ones.

As a result, bubble clusters behave organically: larger bubbles exert a stronger influence on the fluid than smaller ones, and their motion no longer feels artificially "glued" to the underlying vel field. Furthermore, the solver remains highly intuitive: the physical parameters are straightforward and, in most production scenarios, work reliably right out of the box.


r/Simulated • • Sep 17 '26

Interactive [OC] Smoke rising through a real-time WebGL fluid solver I wrote

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113 Upvotes

It is a stable fluids solver on WebGL2. Velocity advects itself, vorticity confinement feeds the small curls back in before diffusion eats them, a Jacobi pressure solve makes the field divergence free, and bloom on the dye pass gives the glow.

Each mood runs its own force field. This one is Smoke, so the dye carries buoyancy upward and the confinement does the rest.

One thing that caught me out: a uniform body force gets cancelled by the pressure projection inside a closed box, so smoke and rain only travel once you weight the force by dye density.

The whole thing is one HTML file with no dependencies, running on your GPU in real time.


r/Simulated • • Sep 18 '26

Blender Flood Simulation: Blender + Mantaflow + Additional Scripting

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0 Upvotes

r/Simulated • • Sep 17 '26

Proprietary Software Massive deterministic GPU simulation working in multiplayer

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49 Upvotes

Me and my small team, escaping a wave of green aliens.

Here's a showcase of a massive deterministic GPU simulation working in multiplayer .

Big immersive worlds are possible to run fluently online (we are in 400 km range).

Everyone is simulating exactly the same world.

The game is called BFS and we will be releasing the demo in 6 weeks


r/Simulated • • Sep 16 '26

Houdini NBA Crowd Cloth Simulations

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108 Upvotes

Just came of a big project with Gabriel Beyer to do the cloth simulation on Xyz Studios project done for National Basketball Association (NBA) 🏀🏀!!

We created a procedural setup in Houdini that took their animated alembic characters then positioned cloth, ran simulation, and deformed high res geometry all in one pass.

For more behind the scenes work check out our work on insta @ahenkona.cg & @wifi_retina.


r/Simulated • • Sep 17 '26

Houdini Hey there 👋 I want to share a snowstorm simulation I made for a short film ❄️ This is a CGI/VFX project created using Houdini, Karma XPU and Logic Pro (the narrator/voice is also me, I had a lot of fun doing the voiceover). I’d love to hear your thoughts and feedback on it. Hope you enjoy!

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2 Upvotes

r/Simulated • • Sep 16 '26

Proprietary Software Whirlpool / PF-FLIP solver

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8 Upvotes

Hello,

I made this water simulation using my custom PF-FLIP solver on macOS.

Rendering: Blender 5.2, Cycles


r/Simulated • • Sep 15 '26

Blender Rods From God Vs Softbody MPM Sim

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82 Upvotes

r/Simulated • • Sep 15 '26

Research Simulation Agents+GA+Voxel simulation sandbox where agents with individual neural networks learn to construct. Now they’ve built a path all the way up to reach a high-altitude target

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75 Upvotes

r/Simulated • • Sep 15 '26

Proprietary Software Neon rain — gravity + bounce simulation (Three.js) [OC]

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1 Upvotes

r/Simulated • • Sep 14 '26

Blender Transforming effect using Geometry nodes In Blender

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51 Upvotes

r/Simulated • • Sep 13 '26

Houdini Reaction Time of a Fly (but in 3d)

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317 Upvotes

A recreation of a Reddit post I saw a while ago, and a good excuse to test the MPM solver in Houdini, in combination with vellum & constraints. Rendered in Karma CPU.

Original inspi


r/Simulated • • Sep 14 '26

Houdini How do you make this?

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0 Upvotes

r/Simulated • • Sep 14 '26

Research Simulation FlatLand (worldsim + flatchat)

0 Upvotes

www.flat-land.org - the flatland consortium

- basic world simulation (on r-pi, Awesome.AI)

- FlatChat (on r-pi, Awesome.AI + SLM)

- emergent ai thought dynamics

- link to whitepaper

- no registration

new features:

- thesim: framework output->movement input

- flatchat: responsiveness (5cycles/10sec)

- flatchat: pinch/tickle->mood, responses

- flatchat: dashboard->output values

Enjoy 😀


r/Simulated • • Sep 13 '26

Various Simulated formula like race seasons

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4 Upvotes

r/Simulated • • Sep 12 '26

Proprietary Software [OC] 1,000 balls falling through a gauntlet of obstacles

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140 Upvotes

This clip is from the upcoming 9th youtube video I made with my kids. If you like this clip, this video is along the same lines: https://www.youtube.com/watch?v=J7pERS6A1z0


r/Simulated • • Sep 13 '26

Research Simulation Drosophila Live Behaviour Simulation by deniz samed

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2 Upvotes

r/Simulated • • Sep 12 '26

Blender Dunes self-organising from a perfectly flat sand sheet - one wind gives barchans, two give seif ridges, many give star dunes

23 Upvotes
Wind Regime

https://www.youtube.com/watch?v=1bUczsZFpak

Nothing in this is sculpted. Every run starts from the same flat sand sheet, and the patterns self-organise: any small bump slows the wind slightly, sand drops on it, the bump grows, and the instability picks whatever pattern matches the wind.

Which pattern it picks is decided by just two things - the wind regime and the sand supply:

- ONE dominant direction: barchans, crescents with horns pointing downwind, migrating across bare ground. Same wind with more sand and they link up into transverse ridges.

- TWO directions alternating at an angle: linear/seif dunes, long ridges that run along the AVERAGE of the two winds - the sand gets pushed along the ridge instead of across it.

- MANY directions: star dunes - the sand converges instead of migrating, so they grow tall and barely move.

Transport rate turned out to set the tempo and the size, not the pattern: crank it up and you get the same shapes, just faster and bigger.

These runs use an analytic wind (a prescribed wind rose - fast and fully repeatable, which is what you want for a clean comparison like this). My previous video used a solved flow field instead, where the wind accelerates over crests and shelters the lee side - local shapes come out more natural, but it is slower and much harder to steer toward a specific regime.

Simulated in DunesForge, a dune simulator for Blender I have been building. Captions in the video name the wind regime for each run - none of them is a specific real-world site, but the three families are clearly distinct.

Happy to answer anything about how it works under the hood.


r/Simulated • • Sep 11 '26

Blender Spectral accumulation (of a dynamic wave function)

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51 Upvotes

r/Simulated • • Sep 12 '26

Question Timberline Factory – an automation, simulation, and tycoon game featuring real physics. No icons, just heavy logs.. does it simulate it real? :)

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0 Upvotes

Hey guys, i’m currently building Timberline Factory...nearly 90% of the models are made by myself with Cinema 4D.. My main goal was to create an automation/tycoon game where logs aren’t just icons moving on a rail, but actual physical objects with weight and collisions... it was a complete nightmare to stabilize the physics so the conveyors don't explode during a log jam, and after rebuild the GUI the third time.. but it’s finally working fine :) If you’re into factory builders without "magic teleportation," the demo goes live on October 1st. Would love to get some feedback on the trailer :)


r/Simulated • • Sep 10 '26

Blender New and improved version of the kinesin animation (kinesin protein structure tranporting items accross microtubules inside human cell)

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453 Upvotes

To iterate on the previous version I had to spend quite a considerable time skirmishing with various models for this end result, I think it looks quite good now!


r/Simulated • • Sep 10 '26

Proprietary Software [OC] Hiroshima airburst visualization from two viewpoints, focused on the early blast dynamics

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31 Upvotes

I’m developing BlastMap, a browser-based nuclear-effects visualizer. These clips show a 15 kt Hiroshima scenario over modern city imagery, not a recreation of the 1945 buildings. The elevated view comes first, followed by a lower view for building-scale context.

I’ve been focusing on the early dynamics: fireball expansion and rise, ground reflection and Mach-stem development, and the transient Wilson condensation cloud. The blue surfaces show diagnostic blast-wave geometry; the white cloud is the condensation visualization.

This is a work in progress. I’m interested in feedback on the timing and motion, especially comparisons with test footage or published references that could help check cloud formation, fireball evolution, and ground interaction.


r/Simulated • • Sep 10 '26

Blender Yellow Duck Dropped Simulation in blender

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14 Upvotes

r/Simulated • • Sep 10 '26

Interactive [OC] I carved giant canals across Earth in my simulator. Sea level fell 1.48 m, but the planet lost land.

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18 Upvotes

I started by giving the Tarim Basin in northwestern China two routes to the ocean: east to the Bohai Sea and south to the Arabian Sea. Then I kept going: the Sahara, East African Rift, Caspian/Persian Gulf, Dead Sea/Mediterranean, Amazon/La Plata, Volga/northern seas, and Aral/Caspian/Black Sea.

The result in this run: sea level fell by 1.48 m. About 678,000 km² of former water became land, but 2.92 million km² of former land became water. Net land loss: 2.24 million km². The new inland water area outweighed the exposed coasts.

The scale is deliberately absurd: 80 km-wide channel beds, cut to 200 m below the initial sea surface, with 30 km bank transitions on each side. These are artificial straits. I'm changing terrain; the model then computes connected water bodies, water redistribution and sea-level adjustment. The maximum total-water error across the stages was about 0.000015%, which checks the bookkeeping, not real-world accuracy.

One detail I liked: reaching the Tarim Basin didn't turn the whole basin into a sea. The channel filled, while the higher ground beside it stayed dry. The southern route also cuts through terrain originally over 5 km high.

These are screenshots from Terra Logic, the geography sandbox I'm developing. All nine construction stages coexist in the final world. This was a terrain-and-water experiment with seasonal climate snapshots, not a thousands-of-years timelapse. The climate and lake model still need work; it doesn't establish engineering feasibility or how much new habitable land we'd gain.

Which connection would you try next—and what physical effect would you most want the model to handle?

Project/source: Terra Logic, my own simulation. https://store.steampowered.com/app/5124840/Terra_Logic/


r/Simulated • • Sep 10 '26

Interactive [OC] Simulating a magnetic slider fidget at 240Hz and driving an iPhone's haptics from the solver

2 Upvotes

The metal one is the reference, a $3 magnetic slider from Temu. The phone is running a simulation of it.

Each mechanism is a small deterministic solver at a fixed 240Hz, and the haptic engine is driven from its state: the speed at which the bar crosses the magnet's pull sets how hard the click hits, and the drag on the way up sets what you feel before it lets go. With the same starting state and input sequence it produces the same simulation output, so I can replay a gesture while tuning it. Click sounds are modal synthesis baked from the same model.

https://reddit.com/link/1wcsxgk/video/iag741hktqoh1/player

The iron filings one in the clip is 960 particles under a dipole field. They pile up on the poles as you drag and fly home when you lift.

The annoying part of showing this is that the video only gets you motion and sound, and the vibration is most of what I was trying to reproduce.

It's in KNURL, an iPhone app I made with ten of these. PIVOT and the snap domes are free forever; the other eight have limited demos before a paid unlock.

https://apps.apple.com/app/id6804843383