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Particle Simulator for Galactic Animations
show user profile  cbflex
I'm browsing the internet for a particle simulator that can simulate with physical accuracy, the movement of the stars, the orbiting of the planets, even the generation of the Universe...
I would ideally love to make it as accurate as possible, meaning start all my objects out as particles with mass, and after the big bang, as the stars and matter spread out in the universe, they also come together to form planets and such, while also respecting laws of gravity and such...

It doesn't have to be 100% physically accurate. I think only NASA has the type of computing power to really do something like that. But from a 3D Animator's pov, I would like the general freedom to create animations of galaxys colliding, planets forming and being destroyed, stars exploding and forming black holes, moons and rings of dust and w/e forming around planets...

I've tried using Pflow, but there are limitations to using 3Ds Max particle simulators.
I've also browsed around and found programs like Universe Sandbox. However, I don't think you can export the objects and their animation into 3ds max. I'm looking into other programs like Celestia to see if they can... I would like to in the end be able to render all these simulations in 3ds Max under the Vray engine.

Again, I know how costly it is to simulate the entire universe to scale (trillions of trillions of particls)... Even a scaled down version would be cool, as long as it works.

I also tried using RealFlow4 and have achieved some interesting results.
I was able to create rigid objects that orbit one another. I was then also able to create liquid particles that would orbit 1 of the rigid bodies. So it essentially was like Saturn orbiting the Sun, with the rings being a good comparison to the liquid particles. The only problem with this that I didn't like was that I couldn't give each particle it's own gravity as it is in reality. The particles have 0 interior pressure and a nice amount of exterior pressure, which "sorta" makes them attract to one another, but I still don't feel like it's the same. The particles also don't pull on any rigid objects, but only get pulled.
The other issue is that while you can set objects to be fractured in realflow, it would be pretty cool if you could set a trigger so that upon collision, the rigid object is replaced with a fractured rigid object with the same velocity, and with the area of collision, fractured, while the rest of the object remains intact, unless the collision was very severe.

I'm very well aware that I could potentially "design" my own galaxys in 3ds max via laying down elpitical tracks for orbiting planets to follow and stuff like that, but then it's not a simulation. I wont feel like it's realistic or even makes sense.

Any ideas or suggestions?
read 359 times
8/1/2014 9:19:01 PM (last edit: 8/1/2014 9:31:35 PM)
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