jawset Visual Computing India

Jawset Visual Computing Software

UP TO 12x SPEEDUP ON THE GPU

It is now time not to wait for long hours. You now have a speed up to 12 times faster which is sure to save your time and effort. TurbulenceFD has a high-end GPUs that have at least 8-15 times more the memory than the normal high-end CPUs. And have extreme speed. TurbulenceFD is not just the unadorned version of the CPU simulation. TurbulenceFD transits from GPU to CPU when the memory exceeds which is much more benefit as it helps to achieve real-time speeds for the low resolutions. This process also helps in again rising smoothly to high resolution in the millions of voxels. Moreover, fluid simulation can now be quick while observing the simulation which is in process. You need not change the parameters, send the simulation job wait to see the results for hours.

PHYSICALLY BASED FIRE SHADER

Fire animations are critical when it comes to displaying the right color. The right color combination with the realistic appearance is normally a tedious and time-consuming affair. Moreover, you will have to design your own color gradients manually for the extra artistic control. This is where the fire shader comes into rescues. The fir shader simulates a high dynamic range of fire colors which are based on the Black Body Radiation model. This model gives you the realistic color of fire and is controlled by only two temperature values. However, TurbulenceFD offers you more than this. You get the flexibility to tweak the dynamic range of fire colors and edit as per your choice.

VOXEL-BASED GASEOUS FLUID DYNAMICS

You can now calculate the velocity, temperature, smoke density, amount of fuel etc. of fluids all through TurbulenceFD. The simulation pipeline of TurbulenceFD implements voxel-based solver based on the incompressible Navier Stokes equations. Which in other terms means that the voxel grid is used to describe the volumetric clouds of smoke and fire. This way it solves the equations of motion of fluid on that grid. Moreover, the process of calculating the velocity simulates a voxel grid for each frame which is then cached on disk for later use by Volumetric Renderer.

INTUITIVE WORKFLOW

To create a realistic look of explosions, fire, clouds, dust, vapor in space, it must be much convincing and genuine. So, to compose these simulations of fluid, the artists use a type of geometric object or paint in a particle system. The flow is then moved with these emissions to curve the realistic look.

PULL ALL THE STOPS ON YOUR CPU

There are many challenges in the simulation of fluid and one of the major is the handling of the huge data which is required by the voxel grids. This is exactly where TurbulenceFD's simulation pipeline is of a great rescue. The TurbulenceFD's pipeline is being designed from the ground to optimize performance. The pipeline of TurbulenceFD has the latest high-performance computing technology which makes the most to exploit memory caches, multi-core CPU, and advanced vector instruction sets. It basically means for the experts that in less time much of the iterations can be done which makes the fluids more productive and spontaneous.

Jawset PHYSICALLY BASED FIRE SHADER

ADAPTIVE CONTAINER

TurbulenceFD gives you the freedom to control the sensitivity of each fluid. It constantly tries to minimize the volume to save memory and time. Also, the velocity filed makes sure to only clip those parts that are of volume and not affect the flow of the flames.

MULTIPLE SCATTERING

To portrait realistic smoke is another challenge since it is of gaseous form and diversifies in all direction. Multiple Scattering is Global Illumination for the smoke. It allows the smoke to enhance from inside the fire thus making it more realistic in explorations. Moreover, Multiple Scattering in TurbulenceFD does not produce noise and hence works best for your animations and the best part is, it is well affordable. You would get the best speed and detail.

PARTICLE ADVECTION

TurbulenceFD also allows you to control the movement of the particle systems. The sequence creation of velocity fields is a very complex character of the fluid motion. TurbulenceFD accompanies voxel renderer or lumbers within the particles.

Jawset PARTICLE ADVECTION

EMITTERS

Emitters are to fluid simulation what brushes are to painting. If an object is set on fire, it emits heat and a flame. TurbulenceFD lets you use any geometric object or particle system to emit into fluid channels. This gives you the ultimate freedom for shape and animation of your emitters. Working with emitters in TurbulenceFD is like animating the brush strokes that paint the sources of fire, smoke, etc. The fluid simulation then takes your animated emission and creates a physically plausible flow from it.

COLLISION OBJECTS

To animate the effects of collision of any solid or vehicle through the smoke and fire in many of the scenes is no such an easy. It is necessary to integrate the simulation in the environment and to create natural turbulence. Collisions can, in fact, help in making waves or stirring up the fluids or can act as an obstacle also. The complex animations like the MDD imports and body dynamics animations are also supported by TurbulenceFD.

Jawset SHADING CURVE EDITOR

VIEWPORT PREVIEW

Many of the shading models support the OpenGL based preview which gives you a detailed look at the fluid channels in real time. This detailed look is provided by an analysis mode and the shaded mode that would give you a feedback of real time. Moreover, you can also display the 2D slice of the voxel grip, its orientation and the position along with the 3D preview. It is more like a magnifying glass for previewing and can be compared to the wireframe view of the geometric objects.

SHADING CURVE EDITOR

The voxel shading has functions curves which help in remapping the values like the temperature and density to intensity values which are mainly used for color and opacity. This f-curve editor is being featured by TurbulenceFD which is specified designed for voxel-based fluid shading. Moreover, it makes it more special for it allows precise and intuitive control which is much the same as the workflow of color correction. TurbulenceFD has a special spline curve designed exclusively for TurbulenceFD which is used for voxel rendering.

TURBULENCE MAPPING

Creating a realistic turbulence adds procedural noise to the velocity of the fluid so that it gets the curly flows. This control is most common which is like the procedural noise shader. But can you imagine, the effort and the procedure to add the turbulence uniformly across the volume and how much the violent reaction will be? But TurbulenceFD has a solution for you. It lets you control the curls that you would be adding to make the flow look more realistic by using a simple mapping curve or by fluid channels. This process would help in adding only the specific regions where you would need the explosion or rather the hot flames.

VOXEL GRID COMPRESSION

Another feature of TurbulenceFD is data compression which is specifically designed for fluid data. This help tremendously to cope up with the simulation data which reduces the voxel data for around 60%.

IGNITION CONTROL

Yes, TurbulenceFD can also control the ignition of fire that is, it shows how fast the flames should be. It is not solely based on temperature but also on the fluid channel. Well, this helps in controlling the buoyancy of the temperature forcing of the hot gas to rise.

UP-RES'ING

At times it is seen that simulation works at a low or medium resolution resulting in quick iterations. But when you may try to re-simulate it at a higher resolution then you might not get the desired results and can also lead to change in the large-scale motion because of the numerical nature of the simulation. But using Up-Res'ing, it would help you retain the exact shape and motion of both a low or medium res simulation. Moreover, Up-Res'ing is much faster than the full simulation of high resolution.

Jawset VOXEL GRID COMPRESSION

SUB-GRID DETAIL

With Render Time Sub-Grid Detail TurbulenceFD pushes the Up-Res'ing approach even further. Instead of having to run a second pass on your base simulation, you just add the high-res detail to your result at render time. For extreme settings, this is not as flexible as Up-Res'ing, but it doesn't require the additional simulation pass or additional cache memory either.

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