r/Simulated Sep 22 '18

Meta What is a simulation? A detailed comparison between Animation, and Simulation.

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Ever since this subreddit started getting more traction, more and more people began posting non-simulation videos. In each of these posts, users will comment something along the lines of "This is not a simulation," and an argument would ensue. So I am writing this post to, hopefully, end this never-ending cycle. I hope the mods do not remove this post, because I think it could end much of the hostility in the comments around here. Perhaps this could even be a stickied post, so all new users see it.

What is a simulation?

According to the dictionary, the word simulation is defined as, "imitation of a situation or process." However, this definition does not actually constitute what a simulation is in the world of CGI. In CGI, simulations are essentially visualizations of real-world processes that are generated using mathematical models. That is to say, the final product of a simulation is something that was created using fundamental rules of nature or some system, such as Newton's Laws of Motion, Fluid Dynamics, or various other mathematical models. In a simulation, it is often the case that each frame was created by manipulating information from the previous frame.

How are simulations different from animations?

It's quite common for animations and simulations to coexist in one medium. There are plenty of simulated components in animated movies, such as Disney's Frozen (Snow simulation), and Hotel Transylvania 2 (Cloth simulation). However, simulations and animations individually are very different by nature. As previously stated, simulations try to model real-world processes, and use mathematical models to generate necessary data. Animations, on the other hand, are usually created through a manual process. Animators manually keyframe the attributes (position, rotation, scale, etc.) of objects in a 3D scene. It's possible for manual animations to look convincing, but that does not make them simulations.

The "Ray tracing)" argument.

Many 3D rendering engines use a process called "ray tracing" to create images of a 3D scene. For anyone who is unfamiliar with ray tracing, here is the definition from Wikipedia:

In computer graphics, ray tracing is a rendering) technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects.

Because of this definition, many people argue that any 3D render is a simulation, so long as it was rendered using ray tracing. By definition, it is true that the process of ray tracing is a simulation. However, this argument is very silly because the entire purpose of the term "simulation" in CGI is to make a distinction between what is manually created, and what is created using the previously talked about mathematical models. Therefore, when we discuss simulated graphics, ray tracing is not considered a simulated process.

Examples of animated (non-simulated) posts:

  1. "Satisfying simulations" - 3.4k upvotes
  2. "Bender's old job" - 2.2k upvotes
  3. "Up or Down?" - 1.4k upvotes
  4. "Adobe Dimention Rendering" - 1.4k upvotes
  5. "Depression - Robert Ek"

Many of these animated posts accumulate upvotes, and sometimes they stick around for a few days before getting removed. Because of this, new users who see these posts get a false idea of what a simulation actually is. Hopefully this post was informative to any newcomers. If you would like to suggest edits, please comment.


r/Simulated 15h 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 1d ago

Various i gave my active ragdolls a working spinal cord NSFW

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r/Simulated 8h ago

Blender Aeolian dune simulation - Blender

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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 1d ago

Houdini process

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r/Simulated 2d 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 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 2d ago

Blender Material Point Method in Blender, 890k Particles, Faking Fracture With Voronoi Cells

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r/Simulated 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 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 2d ago

Cinema 4D [OC] Karmen — Haion

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youtube.com
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r/Simulated 3d ago

Research Simulation [OC] FlatLand (world sim + flatchat)

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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 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 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 4d ago

Research Simulation Here is a web-based life simulation (evolution) lab.

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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

Source:
https://github.com/rijt/Morphogenesis


r/Simulated 5d ago

Houdini Houdini perfume splash flip fluid simulation

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r/Simulated 5d ago

Blender Sea Water Simulation in Blender

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r/Simulated 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 5d ago

Blender Hollow-Face Illusion Visual Cognition Sandbox

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r/Simulated 6d ago

EmberGen flamethrower vs shack

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r/Simulated 5d ago

Proprietary Software Various experiments from the deformable physics sandbox I've been building in C++

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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.

https://reddit.com/link/1w5nbe8/video/g45l3x89b6nh1/player


r/Simulated 6d ago

Research Simulation I rebuilt my traffic simulation on a straight motorway because of the feedback on the loop version

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A while ago I posted a version of this on a circular track. Two things came up in the comments often enough that I decided to rebuild the whole thing.

The first was the loop itself. Several people said it was distracting, and that it was hard to tell whether a jam was really moving backwards or whether the track was just going round. The second was lane closures - a few of you asked what would happen if one lane were blocked. So this time the road is straight, it has four lanes and one of the cases is a closed lane with the merge that follows it.

In the phantom-jam case there is no accident and no obstacle at all. The density is simply high enough that one driver braking a little harder than necessary gets amplified by the cars behind, and the wave then travels backwards along the road while every individual car keeps moving forwards.

There is one comment from last time that I want to answer. Someone wrote that the narration read like AI slop. That is fair. English is not my first language, so I use AI assistance for the wording. The simulation, model and idea are my own work, the phrasing had help. I am trying to get better at that part.

I should also be clear that there is no income expectation in this. The channel is not monetised and I am not expecting it to be. I am doing it as a hobby, to learn how simulation and visualisation actually work, so that I can use them properly in my own field. Youtube is simply where the files are stored.

The full version, with the other cases and a proper explanation, is here:

https://www.youtube.com/watch?v=msX3kewLRIQ

What you see here is the short version. The full one works through the cases I had to leave out. It covers where the tipping point actually sits, which is the density above which the road stops recovering from a disturbance, why the lane next to you nearly always looks faster than the one you are in, what a small proportion of slow trucks does to the flow behind them, what tailgating costs you compared with keeping your distance, which was not the result I expected, and what changes when roughly one car in five drives itself. It ends with the few things a driver can actually do to avoid making a jam worse.


r/Simulated 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!


r/Simulated 6d ago

Proprietary Software [OC] 137,500 starlings, each one steering only by its neighbours.

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This runs live on an Apple silicon GPU.

Every bird reacts only to the ones near it. Nothing choreographs the shape and nothing is keyframed, so what you are watching falls out of 137,500 of them following local rules at once.

It is a GPU flock on an atomic spatial hash, which keeps neighbour lookups linear instead of quadratic at that count. Each bird steers on a bounded turn rate and banks into its turns, and the banking is what makes the flock flicker as they roll.

Based this on starling literature rather than plain boids, mostly Cavagna's work on scale-free correlations in real flocks and Couzin on spatial sorting. Cool thins is that the same system with one flag flipped runs a bait ball instead: change the attractor from polarised streaming to milling and the sheet becomes a rotating sphere.

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 6d ago

Research Simulation Dynamic Lorenz System

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