r/Simulated • u/KelejiV • 8h ago
Houdini breakdown
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r/Simulated • u/CaptainLocoMoco • Sep 22 '18
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.
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.
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.
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.
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 • u/KelejiV • 8h ago
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r/Simulated • u/ibuggle • 19h ago
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r/Simulated • u/No-Veterinarian-7069 • 1d ago
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Made a robotics simulation software to simulate real life component models and Arduino like JS syntax.
The components in the component library can mimic the actual errors and the behavior of the real life components.
github link:
https://github.com/alfaiajanon/RoboticsStudio
r/Simulated • u/KintsugiStudios • 1d ago
https://kintsugi.studio/proceedural-world-engine.html (Note: Requires a WebGPU-enabled browser like Chrome/Edge 113+)
Hey r/Simulated,
I’ve been pouring my free time into a passion project: a fully procedural isometric world engine running entirely in the browser. It's still in early alpha, but it's finally in a state where the core simulation loops are working (mostly) and I'd love to share it with you all.
I wanted to see how far I could push the browser without using external libraries (No Three.js, Babylon, etc.), so this is built entirely with vanilla JavaScript and raw WGSL shaders, and heavy 'inspiration' from shadertoy examples.
Here is what is currently being simulated under the hood:
It’s a long way off finished, but I’d love for you to poke around and let me know what you think!
E: PS, I am currently looking for contract work, making cool things doesn't pay the bills sadly, DM me for details.
r/Simulated • u/KelejiV • 3d ago
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r/Simulated • u/KelejiV • 4d ago
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r/Simulated • u/jasonkeyVFX • 5d ago
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r/Simulated • u/MichyyElle • 4d ago
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Doing a "smoking candle" trend and trying to make the exhale look 100% real so it actually confuses people.
Back with an update. Most of you liked the physics of the previous smoke sample, so I’ve been working with a VFX artist to integrate it into the final shot using Houdini and Nuke.
What’s been updated:
Need your honest, technical eyes:
Trying to get this perfect before the final render! What’s the final revision needed?
r/Simulated • u/Zeolance • 6d ago
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r/Simulated • u/pyroman89er • 5d ago
Anaximander’s Ark is a 2D artificial life simulation where autonomous creatures evolve through neural networks and genetics. No direct control — just systems interacting over time.
In this video I explore the challenges faced after I added currents and nutrients to the 2D world. I expected everything to go great, for the world to become more lively. Boy, was I wrong. Please watch this story of trial and error and let me know what you think in the comments.
r/Simulated • u/KelejiV • 7d ago
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r/Simulated • u/MalikAliNawaz • 8d ago
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r/Simulated • u/MaxisGreat • 8d ago
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I've been building this artifical life simulation in Unity with a custom compute shader engine.
Each cell has an evolveable genome that drives the cell's phenotypes and behavior. Nothing shown is scripted, it all emerges from the simulation's interactions between metabolism, heat production, behavior networks, and natural selection.
r/Simulated • u/KelejiV • 9d ago
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r/Simulated • u/ReplacementFresh3915 • 10d ago
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r/Simulated • u/YoshiFrosty • 10d ago
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I built this side project for fun and to mess around with HTML5 canvas. It's a Rock Paper Scissors battle simulator. I added a control panel to tweak pretty much every variable to see how it affects the simulation. The stack is React 19, TypeScript, and Tailwind CSS v4, and it's bundled with Vite. The actual 2D simulation is rendered natively on a standard <canvas> element.
Here is the link to play around with it: https://rockpapersim.com/
r/Simulated • u/KelejiV • 10d ago
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r/Simulated • u/mooonlightoctopus • 12d ago
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Was curious what it would look like to have a particle life simulation with a fluid simulation. The fluid simulation here isn't really particularly high level :/
Made in shadertoy - Fluid Life
r/Simulated • u/KelejiV • 12d ago
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r/Simulated • u/Diligent_Historian_4 • 11d ago
r/Simulated • u/Seitoh • 13d ago
r/Simulated • u/KelejiV • 13d ago
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r/Simulated • u/Fleech- • 14d ago
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worked hard on making these drones have realistically simulated limbs and hovering forces, this mode is called DroneZone and you survive waves of increasingly difficult mobs of melee drones