r/Simulated • u/Ok_Hour_7764 • 1h ago
3DS Max TenPix Cloth is finally out!
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r/Simulated • u/Ok_Hour_7764 • 1h ago
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r/Simulated • u/bssrdf • 2h ago
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r/Simulated • u/bssrdf • 10h ago
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r/Simulated • u/Salt-Engineering-353 • 21h ago
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Hey everyone!
so you can basically almost do everything you can in real marbling, i've tried to make it to produce even more high resolution outcome but computational power increase exponantially because of water grids so it's impossible after some points. But you can get high resolution as high as 300 DPI in A3, and it's fun to learn marbling even at lower settings.
It runs on a browser and it's free so pls go check it out!
r/Simulated • u/matigekunst • 22h ago
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What I see when I'm VJ-ing. Part of the TouchDesigner POPtober challenge. Today's POP: sprinkle POP
r/Simulated • u/TrainingOk7050 • 1d ago
r/Simulated • u/bssrdf • 1d ago
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r/Simulated • u/jasonkeyVFX • 1d ago
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r/Simulated • u/felipehez • 1d ago
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Gas dynamics + ray-traced ionization fronts on the GPU: stars heat the gas to 10,000 K and the pressure carves the shapes. Code:
github.com/felipehez/NebulaViewer
Music: The Field of Dreams by pauliuw (CC0).
r/Simulated • u/Soul__Reaper_ • 1d ago
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I wanted to understand fluid simulation, so I built a 2D one in Python. About 9,000 particles, you can grab the fluid with the mouse, lift it and drop it.
My first version ran at about 10 FPS. The big problems were:
This was inspired by Sebastian Lague Coding Adventure. I made this in python and optimized it further.
Here's the Repo and a small article for understanding
This was my very first optimization project and also in graphics, it's still a little rusty, so if you see something wrong in the kernels or have ideas for making it faster, I’d like to hear it.
r/Simulated • u/jackmodern • 1d ago
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Particle sim of the Milky Way and Andromeda (about 1.6x our galaxy's mass in this run) falling together, plunging through each other and throwing out tails and shells of stars, then falling back in and settling into one round blob, basically an elliptical galaxy in the making. 39.5 million particles, rendered offline, silent, nothing audio reactive this time.
The slow approach is sped up 1.5 to 4x so it doesn't drag, the passes and the merger play at the original pace. The full realtime version is 60 s.
For the real thing: they're about 2.5 million light years apart right now, closing at ~110 km/s, first pass is expected in roughly 4 to 5 billion years, and recent work puts a full merger at about even odds within 10 billion. The sim starts them close to skip the boring part, and this orbit is one representative outcome, not a prediction.
r/Simulated • u/slowcompute • 1d ago
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This is a stochastic cellular automata based on the Drossel–Schwabl forest fire model implemented on a hexagonal grid using numpy + matplotlib. Inspired by some of my old university notes from a course on computational biology.
I especially like the patterns formed by the fire spreading and the forests regrowing one tree at a time, a beautiful example of self organizing complexity.
Fire starts on any cell with p_fire = 0.0001 by a "lighting strike", while trees grow on empty cells with p_tree = 0.01. Fire spreads to all neighboring trees.
I initially worked with a rectangular grid however moved to a hexagon version to have more organic symmetry in spreading directions.
r/Simulated • u/shirzadbh • 1d ago
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After many years of active research and development, I finally have the tool available :)
r/Simulated • u/KelejiV • 1d ago
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r/Simulated • u/BantedHam • 1d ago
The nodal patterns emerge deterministically from mechanical wave equations and particle interaction dynamics, entirely procedural without any cymatics specific code implemented, and dynamic sound emerges from the conditions present in the engine. Everything is derived from a floor of shared physical constants through a single shared evaluator, there is no UV, collision, or geometry present anywhere in the engine.
r/Simulated • u/KindlyBee1192 • 1d ago
I’m prototyping a muscle tool for Cinema 4D and could use some advice. The goal is believable, reasonably fast deformation, not medical accuracy.
The current custom solver uses:
\- Linear tetrahedral FEM-style discretization: 525 nodes / 1,920 tets for one simplified biceps belly.
\- Custom strain, shear, volume-preservation and fiber-length energies. Activation changes the preferred fiber length. It’s not a calibrated tissue or Hill-type muscle model.
\- Implicit time stepping solved with exact-Hessian trust-region Newton and truncated conjugate gradients.
\- Python/Numba, currently single-threaded CPU. A separate higher-resolution surface follows the simulated tets.
The problem: six seconds of motion takes roughly 30.7 minutes, using 12 substeps per frame at 30 fps. Profiling found 68% of the bake goes into Python Decimal energy-change checks, triggered on every solver proposal. Even removing that cost entirely would leave about 10 minutes.
Attachments are prescribed, the tendon isn’t physically solved, and there’s no collision handling yet. Numerical checks pass, but the visual result still isn’t convincing.
Would you simplify this into a coarse XPBD approach for authoring, or improve the existing solver first? What would you prioritize for speed and believable muscle behavior?
r/Simulated • u/jackmodern • 2d ago
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Toomre & Toomre (1972) style encounter: 1,048,576 stars as test particles, each feeling two softened galaxy cores, and each core sits in a logarithmic dark-matter halo with dynamical friction, so after the first pass the orbit decays and the pair merges. Leapfrog (kick-drift-kick) on the GPU in Metal, a couple of substeps per frame. There's also sticky gas on a 64³ grid, which is what lights the pink knots when the cores collide.
It runs live in my own engine (in the app it's at 90 Hz on Vision Pro). This clip was rendered frame by frame from the same engine's Mac test harness so I could export it cleanly. Happy to answer questions about the setup.
r/Simulated • u/Neat_Example5619 • 2d ago
8 months ago, I posted a question on Reddit asking how to create animations like marble music videos. I was curious about how these animations worked and wanted to learn how to make them myself.
Here was my original post:
https://www.reddit.com/r/blender/comments/1rjegy7/how_to_create_animations_like_this_marble_music/
Unfortunately, I couldn't find anyone to guide me at the time. So, I started searching the web, watching YouTube tutorials, experimenting, and learning Blender on my own.
Fast forward to today, and I can confidently say that I've learned how to create almost any kind of marble music animation. You can see my work on my YouTube channel:
🎵 https://www.youtube.com/@MarbleMelo
But something unexpected happened along the way.
While creating these animations, I discovered a way to automate the entire process. What started as a personal learning journey eventually turned into a Blender add-on called Melo Marble.
With Melo Marble, you can generate a complete marble music animation with just ONE CLICK. 🚀
The jumping marbles, swinging movements, zigzag paths, trails, tails, and other animation elements can all be generated automatically, saving you the time and effort of creating everything manually.
🔗 Check out the add-on: https://melomarble.hutzon.com/
I've already shared a guide on my YouTube channel to help you get started.
For me, this is more than just an add-on. It's the result of a real learning experience—starting with a question nobody answered, figuring things out independently, and turning what I learned into a tool that others can use.
I wanted to understand how marble music animations were made. Now, I've built a tool that helps others create them much more easily.
Sometimes, the best tools come from solving a problem you've experienced yourself. ❤️
If you're interested in Blender, animation, or marble music, give Melo Marble a try and let me know what you think!
r/Simulated • u/Actual_South_2484 • 2d ago
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r/Simulated • u/johngoatstream • 2d ago
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r/Simulated • u/Parvez_Shit • 4d ago
i made a simulation of the blackhole gargantua that is also seen in intersteller It's written in C++ and openGL
i managed to optimize it to a point i ran on my i3 intel iGPU, although i added very low to high quality toggles, it's my first time writing in glsl so yeah, i was a lot inspired by the yt video of Kavan about making a blackhole in cpp, so i just wanted to make it more realistic, my astrophysics lectures kinda came in clutch
github repository : https://github.com/dummy3ye/blackholegl (star the repo if you like it)
[!Important]
This main project is written by human, Not LLM's. only help taken from llm is in the release pipeline because it's too problematic to maintain multi-platform releases for one person.
r/Simulated • u/nathan82 • 4d ago
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Modified my fluid simulation to work with gasses too.
To everyone who messaged after my last post, I've booked next week off work to get this tested and out on the play store. Hold tight.
r/Simulated • u/pavlokandyba • 4d ago
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r/Simulated • u/QuantumOdysseyGame • 4d ago
Hi
This is about Quantum Odyssey, my love letter to everything Quantum Computing and the fundamental logic blocks everything in our universe seems to run on. I want to update you all on the fact that the latest patch brings the game into an almost complete status. All that's missing is translations. Thank you Reddit community for receiving the game so well, without you I wouldn't have the funds needed to complete my life's work.
If you are remotely interested in deep diving how differently quantum computers work compared to our transistor-based and also the algebra behind in a fully interactive way that teach computer science from scratch, oh boy this is for you. I am the Dev behind Quantum Odyssey (AMA! I love taking qs) - worked on it for about 9 years (3+ during PhD, the visual method I developed ended up being my thesis, it is a complete Hilbert space visualizer), the goal was to make a super immersive space for anyone to learn quantum computing through zachlike (open-ended) logic puzzles and compete on leaderboards and lots of community made content on finding the most optimal quantum algorithms. The game has a unique set of visuals capable to represent any sort of quantum dynamics for any number of qubits and this is pretty much what makes it now possible for anybody 15yo+ to actually learn quantum logic without having to worry at all about the mathematics behind.
This is a game super different than what you'd normally expect in a programming/ logic puzzle game, so try it with an open mind.
Nice to watch:
Khan academy style tutorials in qm/qc: https://www.youtube.com/@MackAttackx
Physics teacher stream with 400hs in https://www.twitch.tv/beardhero
r/Simulated • u/samyak1729 • 5d ago
I was reading up on Newton for something I'm working on and realised nearly everything I could find was launch coverage or NVIDIA's own blog.
Barely anyone talking about actually using it. So I ended up going through the release notes myself.
If you haven't been following, the Newton physics engine hit 1.0 at GTC in March. It's the open-source engine NVIDIA built with DeepMind and Disney Research, and Isaac Lab 3.0 lets you swap it in as the physics backend instead of PhysX. MuJoCo Warp for rigid bodies, a separate solver for cables and cloth, and hydroelastic contact from Drake, which in theory should help a lot with insertion.
NVIDIA's number was 475x faster than MJX on manipulation. That was on their newest Blackwell workstation card though, so I'm not reading too much into it. The one independent benchmark I found (GPUSimBench, from July) didn't have a clear winner, it changed depending on the scenario.
What I actually found more interesting was the 1.1.0 changelog. A big chunk of it is import fixes. Mass and inertia, fixed joints, joint properties not parsing right between USD, URDF and MJCF.
Which kind of matters if the whole point is running one environment on different physics backends? If the inertia comes in slightly different on each one you've got a slightly different robot, and you probably won't notice until something doesn't transfer.
This is a problem we deal with at work. I'm at Rigyd, where we convert 3D models, Images and Text descriptions into simulation-ready USD and MJCF assets for Isaac Sim and MuJoCo, with the collision meshes, mass and inertia set up so the same asset behaves the same across engines.
So I'm biased toward thinking import is the bigger story than the speedup.
Skild is apparently using Newton for connector insertion and Samsung for cable handling with Lightwheel, but those are announced partnerships. I haven't seen anyone else write up switching over from PhysX.
So if you've tried it, did contact-heavy stuff actually transfer better or was it mostly faster? And how much did you have to retune assets that were already set up for PhysX?
Also if anyone's seen the same task run on PhysX and Newton with real robot results, please link it, would love to go through it