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Fluid and FX simulation

Water, fire and smoke that move like real.

INSIDE: VISUAL EFFECTS (VFX) STUDIOHOW IT WORKS · A 10-SECOND STORM AT SEA FOR A STUDIO IN HYDERABADThe artistbuilds a digitalocean around a3D boat and setsthe wind andwave heightThe softwaresplits thesea into 300million cellsFor each of the240 frames, itworks out howthe water ineach cell movesEach frame takesabout 15minutes, so the60 hours aresplit acrossmany machinesThe directorasks for biggerwaves; theartist changesthe settings andruns it againThe approvedmotion goeson to lightingand renderingALSO TALKS TOSimulation software (CAE)↗ DIGITAL MANUFACTURINGGame engine↗ VIDEO GAMESINSIDE: VISUAL EFFECTS (VFX) STUDIOHOW IT WORKS · A 10-SECOND STORM AT SEA FOR ASTUDIO IN HYDERABADThe artist builds adigital ocean around a 3Dboat and sets the windand wave heightThe software splitsthe sea into 300million cellsFor each of the 240frames, it worksout how the waterin each cell movesEach frame takes about15 minutes, so the60 hours are splitacross many machinesThe director asks forbigger waves; the artistchanges the settings andruns it againThe approved motiongoes on to lightingand renderingALSO TALKS TOSimulation software (CAE)↗ DIGITAL MANUFACTURINGGame engine↗ VIDEO GAMESINSIDE: VISUAL EFFECTS (VFX)STUDIO · A 10-SECOND STORM ATSEA FOR A STUDIO IN HYDERABADThe artist builds a digitalocean around a 3D boat andsets the wind and wave height↓The software splits the sea into 300million cells↓For each of the 240 frames, it works outhow the water in each cell moves↓Each frame takes about 15 minutes, so the60 hours are split across many machines↓The director asks for biggerwaves; the artist changes thesettings and runs it again↓The approved motion goes on to lightingand renderingALSO TALKS TOSimulation software (CAE)↗ DIGITAL MANUFACTURINGGame engine↗ VIDEO GAMES
Simulation software splits the sea around a boat into 300 million cells, calculates how the water in each cell moves for each of 240 frames, and is run again when the director asks for bigger waves.
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Fluid and FX simulation is software that works out how water, fire, smoke or dust would really move, so that a computer-made flood, storm or blaze looks real on screen. In visual effects, FX means these moving effects, as opposed to creatures or buildings. An artist does not animate every wave by hand. Instead, the artist sets up the scene, and the software calculates the motion, using the physics of real fluids.

How does the software do this? It divides the space into a grid of tiny boxes, called cells or voxels. Each cell holds numbers for the water or smoke in it: how fast it is moving, in which direction, and at what pressure. For every frame, the software works out how each cell pushes on its neighbours, and moves the fluid forward by a fraction of a second. Splashes and spray are often added as millions of separate particles. A large simulation can use hundreds of millions of cells, and take hours for every second of film.

Take, for example, a scene in which a fishing boat is caught in a storm at sea, for a film made at a studio in Hyderabad. The shot is 10 seconds long, which is 240 frames at 24 frames per second. The artist builds a digital ocean around a 3D model of the boat, and sets the wind speed and the height of the waves. The software splits the sea around the boat into 300 million cells. Each frame takes about 15 minutes to calculate on one machine. So the 240 frames take about 60 hours, and the job is split across many machines. The director then asks for bigger waves on the left side of the boat. The artist changes the wave settings and runs the simulation again. Only when the motion is approved does the shot go on to lighting and rendering.

Why not just use a quick, approximate method? Water and fire are the effects that audiences notice most quickly when they look wrong. A wave that moves too slowly looks small, like a model in a bathtub. So VFX studios spend heavily on simulation. Some build their own simulation software, and some buy it. The studio's pipeline software tracks each simulation version, and extra computing power is often rented from a GPU cloud.

How is this different from engineering simulation (CAE)? Engineers use similar physics to test whether a pump or a dam will work. Their results must be accurate, because a real thing will be built. A film simulation only has to look right, so artists may bend the physics to get the shot the director wants. A game engine also simulates water and smoke, but in real time, 60 times a second, so its effects are much simpler.

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