Triggered by yesterday's discussion about old fluid sims, a short thread with some more examples from that period 2007-2009 to explore fluid dynamics for marbling...
1/3
(cc/ @noah)
#FluidSim #FluidDynamics #Simulation #Marbling #GenerativeArt
Triggered by yesterday's discussion about old fluid sims, a short thread with some more examples from that period 2007-2009 to explore fluid dynamics for marbling (well, this one here is more like entering hot "fire" terrain 🥵)...
3/3
#FluidSim #FluidDynamics #Simulation #Marbling #GenerativeArt
Triggered by yesterday's discussion about old fluid sims, a short thread with some more examples from that period 2007-2009 to explore fluid dynamics for marbling...
2/3
#FluidSim #FluidDynamics #Simulation #Marbling #GenerativeArt
Triggered by yesterday's discussion about old fluid sims, a short thread with some more examples from that period 2007-2009 to explore fluid dynamics for marbling...
1/3
(cc/ @noah)
#FluidSim #FluidDynamics #Simulation #Marbling #GenerativeArt
@wavesculptor @noah I _love_ fuid sims! Brings back good ol' dear memories to this project of mine:
https://www.youtube.com/watch?v=2rFc5YJvGi4
#FluidSim #Simulation #Particles #WindTunnel #Processing #Video

So, I finished making my fluid sim gift on ESP32!
https://corteximplant.com/@zeyus/114095311805576694
Please excuse my nails, I was literally working with bitumen and managed to clean it off my hands, but it started to hurt scrubbing
Sorce code (including 3d printed case design): https://git.cyberwa.re/zeyus/FLIP-ESP32-I2C-OLED
#esp32 #flipfluids #fluidsim #fluidsimulation #3dprint #oled #ssd1306 #imu #mpu #electronics #embeddedsystems #embedded #arduino
New work: #ALLUVION
Over the past two months I've been actively revisiting, updating/extending and now close to finishing this 1.5 year long journey... The actual journey has been much longer, been toying with (faux) fluid sims since ~2007...
A 50 second preview of one of my fave variations, best enjoyed fullscreen... Tried to achieve some molten, dichroic/irridescent glass & oilfilm aesthetics here, but there're over a dozen of other very different routes/styles possible too, with 25+ parameters to tweak the simulation and look & feel...
Made with https://thi.ng/shader-ast & https://thi.ng/shader-ast-stdlib
#Art #FluidSim #FlowField #Noise #Turbulence #ShaderAST #ThingUmbrella #TypeScript #GLSL #WebGL #GenerativeArt #Animation
#ThisMonthInFluiddyn - Nov 2024 edition
* #FluidDyn, #FluidSim, #FluidImage now works with #numpy 2 and #mpi4py 4.0.
* #Spack packaging recipes
https://foss.heptapod.net/fluiddyn/fluiddyn/-/tree/branch/default/misc/spack?ref_type=heads
* #Apptainer and #Guix packaging for FluidSim
https://foss.heptapod.net/fluiddyn/fluidsim/-/tree/branch/default/doc/apptainer?ref_type=heads
* Basic support for #Jax is part of #Transonic with v0.7.x
* #FluidImage v0.5.x has a number of improvements, such as work towards matching #UVmat (the MATLAB #PIV suite), new executors and a command `fluidimage-mean`
A little video preview of a section of the upcoming new thi.ng website:
https://makertube.net/w/hDfuEUudsjskRtdLhVeiVC
(edit: moved from YT to makertube)
It's so nice for me to see these 10 computational art pieces & experiments all in one place (and most of them interactive & randomizable), also in the knowledge that apart from using @vite for bundling, everything else is entirely made using https://thi.ng/umbrella packages and tooling (three of the pieces are also partially written in #Ziglang / #WASM). Unlike the video (which at 1080p is ~110MB), on the website these ten realtime evolving animations together are only a ~650KB download (i.e. ~0.55% filesize) and all of them are running fluidly even on my old iPhone 11! Thanks to using `IntersectionObserver`, only a single piece is active at any one time...
Another side effect from this exercise: All these projects are only a small selection from the past 3 years, but most of them haven't been updated in the last 1-2 years. There were breaking changes (esp. the Zig parts, which I still have to largely address), but most of the supposedly breaking changes in #ThingUmbrella packages were actually super easy to address. I'm only mentioning this, since it's great to sometimes be completely in a "normal" user's shoes and see how painful (or not!) some of these changes are/can be... I'm often losing a lot of time contemplating making wide-ranging (but IMHO better & needed) changes, but always also trying to consider the effects of those on other people... This anti-bitrot exercise absolutely helped me to vindicate this approach!
#ThingUmbrella #Website #Design #Art #GenerativeArt #Computational #FluidSim #CellularAutomata #Boids #PixelArt #Video #TypeScript #WebAssembly
