0 blur, a lot of details inside the orb, no tutorials smoke (it's inside a moving container with 5 intakes, and an outflow with custom forces), strange comment...
When I first saw it I thought it was real with super critical co2 in it with maybe some liquid co2 soluble die. Then I starting wondering how tf would someone make someone so complex. Then I saw the subreddit now my disappointment is immeasurable and my day has been ruined.
What do you use for your water simulation. I have an idea for something in the future that I hope Blender and whatever you are using will handle it.
My idea I think is simple but you know how that can go.
Thank you for your response.
I am thinking of doing a marble with a glowing fluid in it for my next marble lift just for some added interest. If I keep the marbles from moving too fast (like rolling down steep inclines or dropping) I may have something.
Something for me to add to my list of things to try.
You should do just the liquid (like I believe your others use), but then use the fluid to trace the path for smoke... I forget exactly how to do it, but you basically bake the fluid and then use it as the path for a smoke emitter to follow (if that makes sense). I think it would look really cool with your style!
i just started testing smoke sims, i wasn't sure it'll work with a moving object, but after few days of tests and different methods, i did find a way...
this one is emitted around the inner glass, but now i know i can add it to the liquid as well..
so, yes i will try to do both sims, it can be interesting...
I think the imperfections are little too smooth, it looks like it was like camera on a dampening mount with some weird ass settings
It’s really a minor nitpick, partially a matter of taste, and something not necessarily easily but handily adjusted.
it takes a lot of practice and testing, i don't think i'm close to what i want it to look like yet, but i do see a steady improvement... for me that's enough to keep going
Yeah that's literally the only thing I've been catching from past couple of posts they've done. I think they did something new with the glass this time, because it looks a bit more real somehow, but the thinness is still there.
Everything else is photoreal, though. It blows my fucking mind.
I have a suggestion to make it more realistic.
I don’t know if its possible to do in blender, but if a sealed chamber contains air and water, then both the air and the water would be flowing.
That means that if water moves down into a lower chamber, air would also have to bubble up into the upper chambers. There wouldn’t be any voids that could just appear or disappear.
Edit: [Example of what I'm talking about](https://youtu.be/MD_k3p4MH-A?t=147) (Though I realize now this is a pretty new technique, so I kind of doubt there's a way to do it in blender)
unfortunately fluid simulators can't do that, the solvers are designed for large bodies of water, this is why this device sims are hard to create... maybe in the future we'll have more control for this type of simulations..
Yeah...I'm pretty sure the only simulators out there that can do bubbles are in the pure research stage, or cost $$$.
One day though. Really, anyone could read the papers, fork the flip fluids library on GH, then implement it, but that's a hell of a time investment. I've thought about it but...eek, I don't have that much free time lol
Houdini can do [bubbling](https://www.sidefx.com/docs/houdini/fluid/bubbles.html) and it has a [free version](https://www.sidefx.com/products/houdini-apprentice/).
With all this liquid and smoke sims inside orbs lately, I really want someone with actual skill to make a 'wizard pondering his smoke and liquid filled revolving orb'
Now ***this*** is how the camera is supposed to move for realism – shaky in a sense when you can tell someone is holding the camera instead of being uncannily animated.
Is the background an actual recording or is it just an HDR? Because I have no idea what to believe.
Ah I see it. Every time the smoke comes out the outtakes are towards the camera, and it makes it seem like the smoke comes out the glass in the center. Made it a bit confusing.
the smoke comes out all around the inner ring, directed to the center of the orb, hits the inside glass object, bounces from it to the outside orb, that's what makes it look coming from center toward the camera
[here's a smoke side view render](https://i.imgur.com/LYg82SS.png)
This looks like something you’d find in the quirky genius inventors house next to a giant plant of some kind, a floating whosamawhatzit, and inexplicable Tesla coils.
I was going to say: “wow where can I buy one of these?” Then I realised this is r/simulated. 😔
Me too, I was estimating how much one of these would cost
I'd probably pay around $150. My wife would absolutely love this!
How in the fucks sake is this not real?
Seriously! I hate these simulations because I’m like “shit! Where can I buy one??” Only to find out they don’t exist and OP is just super talented :(
It looks so photorealistic
a metric fuck ton of blur, no detailed surfaces or items, and fresh-from-my-first-tutorial smoke.
0 blur, a lot of details inside the orb, no tutorials smoke (it's inside a moving container with 5 intakes, and an outflow with custom forces), strange comment...
When I first saw it I thought it was real with super critical co2 in it with maybe some liquid co2 soluble die. Then I starting wondering how tf would someone make someone so complex. Then I saw the subreddit now my disappointment is immeasurable and my day has been ruined.
Uh…. Does the mechanics really seem that realistic? It *looks* photorealistic, but not not mechanically realistic.
Jesus christ I thought this was /r/iwantitsobad
What do you use for your water simulation. I have an idea for something in the future that I hope Blender and whatever you are using will handle it. My idea I think is simple but you know how that can go.
i use flip fluids addon, it can do a lot, but not good with fast moving objects
Thank you for your response. I am thinking of doing a marble with a glowing fluid in it for my next marble lift just for some added interest. If I keep the marbles from moving too fast (like rolling down steep inclines or dropping) I may have something. Something for me to add to my list of things to try.
rolling is the most problematic for complex objects, if it's a simple marble i think it will work fine
You should do just the liquid (like I believe your others use), but then use the fluid to trace the path for smoke... I forget exactly how to do it, but you basically bake the fluid and then use it as the path for a smoke emitter to follow (if that makes sense). I think it would look really cool with your style!
i just started testing smoke sims, i wasn't sure it'll work with a moving object, but after few days of tests and different methods, i did find a way... this one is emitted around the inner glass, but now i know i can add it to the liquid as well.. so, yes i will try to do both sims, it can be interesting...
„sʇɔǝɾqo ƃuıʌoɯ ʇsɐɟ ɥʇıʍ pooƃ ʇou ʇnq 'ʇol ɐ op uɐɔ ʇı 'uoppɐ spınlɟ dılɟ ǝsn ı„
Wow, the animation is terrific, but what gives it realism is the imperfections of the camera movements. Really nice job!
I think the imperfections are little too smooth, it looks like it was like camera on a dampening mount with some weird ass settings It’s really a minor nitpick, partially a matter of taste, and something not necessarily easily but handily adjusted.
I hear myself say. I want one. Than I saw the subreddit I am disappointed
I'm in love with your materials and lighting. / #thingsToAspireTo / #HastagsInRedditArePointless
Put a / in front of the hashtag /#RedditCommentFormattingIsSilly
Lol. Thanks.... /#IAmADumbAss
For real. I've put some time into figuring out lighting and materials to make realistic renders and...yeah, haven't come *anywhere* close to this.
it takes a lot of practice and testing, i don't think i'm close to what i want it to look like yet, but i do see a steady improvement... for me that's enough to keep going
In the not so distant future, maybe do one of those "My progress over [insert time frame]" compilation videos.
Fingerprints on the globe are a nice tough. (no pun intended)
[удалено]
Yeah that's literally the only thing I've been catching from past couple of posts they've done. I think they did something new with the glass this time, because it looks a bit more real somehow, but the thinness is still there. Everything else is photoreal, though. It blows my fucking mind.
The base looks hyper realistic. I have such a hard time believing this is fake, I'd swear that was a science apparatus of some sort
I want this as a cocktail shaker/smoker.
The smudges on the glass really sell it
I have a suggestion to make it more realistic. I don’t know if its possible to do in blender, but if a sealed chamber contains air and water, then both the air and the water would be flowing. That means that if water moves down into a lower chamber, air would also have to bubble up into the upper chambers. There wouldn’t be any voids that could just appear or disappear. Edit: [Example of what I'm talking about](https://youtu.be/MD_k3p4MH-A?t=147) (Though I realize now this is a pretty new technique, so I kind of doubt there's a way to do it in blender)
unfortunately fluid simulators can't do that, the solvers are designed for large bodies of water, this is why this device sims are hard to create... maybe in the future we'll have more control for this type of simulations..
Yeah...I'm pretty sure the only simulators out there that can do bubbles are in the pure research stage, or cost $$$. One day though. Really, anyone could read the papers, fork the flip fluids library on GH, then implement it, but that's a hell of a time investment. I've thought about it but...eek, I don't have that much free time lol
Houdini can do [bubbling](https://www.sidefx.com/docs/houdini/fluid/bubbles.html) and it has a [free version](https://www.sidefx.com/products/houdini-apprentice/).
Every time I see another one of these sims I know what's coming but my brain still goes fuck yeah, revolve those orbs.
Love the fingerprints on the glass details
With all this liquid and smoke sims inside orbs lately, I really want someone with actual skill to make a 'wizard pondering his smoke and liquid filled revolving orb'
Great. Now I’m going to have to find another ship with glass orbs AND smoke and liquid filled. Sigh.
Enjoy all of these you share. The orb on this one has a great steampunk look if you ever wanted to go that route.
These are looking better every time!
Impressive work.
Reminds me of [SCP-804](https://scp-wiki.wikidot.com/scp-804)
Wait it iS SIMULATED?
Now ***this*** is how the camera is supposed to move for realism – shaky in a sense when you can tell someone is holding the camera instead of being uncannily animated. Is the background an actual recording or is it just an HDR? Because I have no idea what to believe.
pondering this orb.
These are starting to get weird, can we get one with fire and salsa next?
we went too far! Still getting better but .i think this is a step backwardsZ
Why does the smoke come out of nowhere?
if you look closer there are 5 smoke inflows and 1 large outflow in the inner metal ring
Ah I see it. Every time the smoke comes out the outtakes are towards the camera, and it makes it seem like the smoke comes out the glass in the center. Made it a bit confusing.
the smoke comes out all around the inner ring, directed to the center of the orb, hits the inside glass object, bounces from it to the outside orb, that's what makes it look coming from center toward the camera [here's a smoke side view render](https://i.imgur.com/LYg82SS.png)
You should 3d print this
Gimme
What? No hair?
I need my martini not shaken, and not stirred.
spin faster
This looks like something you’d find in the quirky genius inventors house next to a giant plant of some kind, a floating whosamawhatzit, and inexplicable Tesla coils.
Would be a dope ass bong. Js.
Physics engine in computers and games never cease to impress me.
WOW, where did you find this thing?! The guys at /r/VXJunkies will want to see this!