r/Simulated • u/Marzipug • 1h ago
r/Simulated • u/gollum666999 • 4h ago
Blender Aeolian dune simulation - Blender
https://www.youtube.com/watch?v=pINruj1NwoU
This is a wind-transport solver I'm building for Blender: sand gets moved by the wind, deposited where it slows down, and avalanched wherever the slope gets too steep. Nothing here is sculpted and nothing is a texture .

"Resource" / "Tools"
r/Simulated • u/Mister-Fordo • 12h ago
Blender Kinesin movement powered by ATP (blender and unreal MCP)
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This was built with blender and unreal MCP's with the models sourced from https://www.rcsb.org/
First step was getting a model built inside of blender which uses the Molecular Nodes addon, then it proceeded to build the animation and all that got imported into Unreal, for a later stage of this project.
For most of the work I used Astra but I had to switch back to Fable 5.1 for some of the unreal engine work once i ran out of use on my plus subscription.
r/Simulated • u/tripledose_guy • 21h ago
Various i gave my active ragdolls a working spinal cord NSFW
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r/Simulated • u/KelejiV • 1d ago
Houdini process
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r/Simulated • u/unclesebb • 1d ago
Houdini Apple Slow Motion Splash | Houdini FLIP / Karma XPU
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Some surface tension tests I started a while ago and finally decided to finish up. The main reference was typical slow motion commercial stock footage of fruit.
Used proximity masks against the apple colliders and ground to dynamically adjust viscosity, surface tension, and forces to simulate adhesion. A simple wetness map solver was used to drive roughness and diffuse map parameters during render.
Apple models are free 3D scans.
Rendered with Karma XPU.
The video including a short breakdown on my Youtube channel: https://youtu.be/JS8ncDxxO1U
r/Simulated • u/shirzadbh • 2d ago
Research Simulation HézFX - Physics Based Muscle Simulation
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Here's a small test before showing the full character, just to demonstrate the stability and muscle contacts.
I've also made a lot of progress in terms of performance. The tool is now much more optimized and is also multithreaded, which speeds up the process anywhere from 3 to 15 times, depending on the size of the setup.
The goal is to create a truly artist-friendly workflow with fast iteration, making creature scene preparation and setup much faster and more enjoyable.
r/Simulated • u/Algebraic-UG • 2d ago
Blender Material Point Method in Blender, 890k Particles, Faking Fracture With Voronoi Cells
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r/Simulated • u/OneValue441 • 3d ago
Research Simulation [OC] FlatLand (world sim + flatchat)
www.flat-land.org - the flatland consortium
- advanced world simulation
- emergent ai thought dynamics
- link to whitepaper (Awesome.AI)
- and FlatChat (Awesome.AI + SLM)
- no registration
Enjoy 😀
r/Simulated • u/youXman • 3d ago
Proprietary Software 1,000 balls dropped into a halfpipe of conveyor belts
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Built a tool and started a youtube channel with my kids visualizing music and simulating physics: https://www.youtube.com/@Orbodrome
r/Simulated • u/Ill-Site2743 • 3d ago
Research Simulation Wind streamlines over a real coastline
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Procedural flow field, real geography. Natural Earth 1:10m coastlines
rasterised as the land mask, particles dimmed to 15% over water rather
than clipped at the shore.
Canvas 2D, headless Chromium, ffmpeg. Not real weather.
r/Simulated • u/The_Warlock_1976 • 4d ago
Research Simulation Here is a web-based life simulation (evolution) lab.
Morphogenesis, an webbased "tribute" to Biogenesis
is online play-able and the html code is opensource and free to download.
Online play:
https://html-preview.github.io/?url=https://github.com/rijt/Morphogenesis/blob/main/morphogenesis.html
r/Simulated • u/BioniChaos • 4d ago
Blender Hollow-Face Illusion Visual Cognition Sandbox
r/Simulated • u/KelejiV • 5d ago
Houdini Houdini perfume splash flip fluid simulation
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r/Simulated • u/PiXeL161616 • 5d ago
Proprietary Software [OC] Arrival Logograms, on a target-driven fluid sim. Real time on the GPU
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As a follow up from a comment on https://www.reddit.com/r/Simulated/comments/1w4d85s/comment/p78ugx4/?screen_view_count=2&ext-referrer=DIRECT, I had fun with this one.
The fog is a fluid sim, and the logogram is a phenomenon on top of. Ink is emitted along the glyph's stroke by a travelling pen that the fluid carries, and a target-driving force pulls the density toward the finished glyph without ever snapping it there (Fattal and Lischinski's 2004). It is reacting to whatever music is playing while you watch.
Built in Swift and Metal as part of TideGlass, a small Mac app I make where worlds like this run on a second monitor while you work. Happy to answer anything about the sim.
r/Simulated • u/sim-coder • 5d ago
Proprietary Software Various experiments from the deformable physics sandbox I've been building in C++
Hi everyone! I've been working on ProtoBall, an experimental physics sandbox where you can build structures and machines, run simulations, crash things together, and watch them deform and fail.
The project is built from the ground up in C++, without a commercial game engine. It combines Bullet rigid-body physics with my own real-time explicit solver for deformable truss structures.
The current public demo includes plastic deformation, ropes, wheels, breakable joints, ragdolls, slow motion and simulation playback.
I've also already implemented fracture for the deformable structures, allowing individual trusses to break under sufficiently high loads. This will be included in the next public release and opens up a lot of possibilities for structural destruction and failure experiments.
There's also an active ragdoll balance controller, while color-coded feedback shows where structures deform and yield. A real-time Energy Balance tracks how energy moves between potential, kinetic and elastic forms, and how it is dissipated through friction, plastic deformation and structural failure.
So far I've been using ProtoBall to build experiments such as vehicle crashes, a trebuchet and ragdoll impacts. I'm currently working on more machines and structural destruction experiments.
I released the first public demo yesterday. The editor is still at a very early stage, but it's already available for building your own experiments. The current demo includes a vehicle crash experiment and a trebuchet that can launch a ragdoll, together with plastic deformation, ropes, wheels, breakable joints and ragdoll joint detachment. It also includes slow motion and simulation playback, so you can inspect the results of impacts and structural failures in more detail.
If you're interested in trying it or seeing more simulations:
Playable demo (Windows/Linux):
https://protoball.itch.io/protoball
More simulation videos:
https://www.youtube.com/@ProtoBallDev
Project website:
https://protoballdev.github.io/protoball-site/
I'm developing ProtoBall as a solo project and plan to keep releasing small updates with new machines, experiments and simulation capabilities.
I'd be very interested in feedback from people working with or interested in physics simulation.
r/Simulated • u/bonzajplc • 5d ago
Interactive Changing of particle density in realtime simulation
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Finally found time to implement it. Footage from our multiplayer sandbox game called BFS. The simulation is deterministic for multiplayer to work
r/Simulated • u/bonzajplc • 5d ago
Interactive Dynamic particle density change in voxel sandbox
Finally found time to implement it. The simulation is deterministic for multiplayer to work
r/Simulated • u/shirzadbh • 5d ago
Research Simulation Here is a short timelapse of HêzFX!
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This is my muscle simulation plugin, developed to produce highly accurate character and creature deformations based on real physics and material properties. The solver is FEM-based to maximize simulation quality, although I might keep the XPBD solver for faster iteration during scene authoring.
In this demo, you can see how simple the workflow is: you paint attachments, material stiffness, muscle fibers, etc., feed that data into the solver, and then... you have a physics-based simulation of your creature. This is just the muscle simulation part of the tool. I’ll also share the process for fascia and fat simulations, showing how skin sliding and muscle bulging beneath the skin can bring your creatures to life!
The name HêzFX comes from Kurdish: Hêz means strength and force.
r/Simulated • u/Sea-Prune-3762 • 5d ago
Proprietary Software Building my first game, for me. Science based evolution simulator.
Hey all, I've just started building a game for myself, I don't believe it would have much commercial interest but it something that i've always wanted and now with LLM's i can build it and run it, Its a Evolution time compressed simulator, no it is definatly not a spawn clone.
Vita is an evolution game where you start as a very simple animal living more than 500 million years ago, long before fish, dinosaurs or anything we would recognise today. You don't choose what your creature evolves into, and there isn't a skill tree where you unlock eyes, jaws or legs because you've reached the right level.
Instead, you decide how your species tries to live, maybe it stays where food is plentiful. Maybe it moves into a different habitat. Maybe it becomes more active, more cautious, or changes how it uses the resources around it.
Then the world carries on.
Food can become scarce. Oxygen levels can change. Populations can grow too quickly and exhaust their resources. New variations can appear by chance. Some help, some make very little difference, and some disappear before they ever become important. Over many generations, the creatures that actually survive and reproduce shape what the species gradually becomes. So rather than playing evolution as a technology tree, you're effectively running your own little experiment in an ancient world.
There isn't a correct route through history. Your lineage might become something surprisingly successful, stay almost unchanged for millions of years, split into different populations, lose features it once had, or simply go extinct.
The basic idea is:
You decide how your species tries to survive. The world decides what happens. Evolution decides what it eventually becomes.
Its not graphical, I did want a rendered technical illustrations of the organism at each evolutionary pause but that would cost too much on api calls i think, I am using a local LLM for narration and scientific explanation, not for the actual gameplay that is all coded, LLM has nothing to do with the game world, that was a hard set rule.
I'm almost at a working prototype of the first of 4 starting organisms, its a bit of a science nerd out but its what i wanted.
r/Simulated • u/islammhran_86 • 5d ago
Blender Sea Water Simulation in Blender
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r/Simulated • u/No_Structure_5156 • 6d ago
Proprietary Software Cell vivarium simulator
A vivarium of cellular creatures — a real-time 3D simulation where every animal
is built one cell at a time, behaves according to what its body can actually
sense and do, and sings with a voice synthesised from its own genome.
r/Simulated • u/earthquakesim • 6d ago
Research Simulation Golden Gate Bridge vs. 4 MEGA Earthquakes! (using real seismic data, simulated in Blender 3D + bullet constraints builder by Kai Kostack for simulating virtual construction materials) [OC]
r/Simulated • u/JangaFX • 6d ago
EmberGen EmberGen 2 Physically Based Combustion R&D
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Here's a quick look at a sped up viewport capture of our upcoming release: EmberGen 2. In reality we were getting between 3-5 FPS for the large simulation on an RTX 6000. Sparse bounding box contained roughly 1.681 billion voxels with 364.5 million being active. We're still working on modelling physically based soot & oxygen for our new combustion simulations, so this is a work in progress. We're aiming to use real-world values to have fire, smoke, and explosions that simply look photorealistic!