I wasn’t able to progress very much onto the validation plans for DualSPHysics. So far, I ‘ve fixed the initial conditions, switched to a better temporal integrator and to a proper turbulence model, and I’m now running “mesh” convergence tests.

In the meantime, I got curious about the VisualSPHysics code, which is a companion project to DualSPHysics. It lets you easily import model results into Blender, overlay a bubble+foam+spray post-processing simulation to generate great looking visualizations.

In this video I show the render that comes out of the simulation I posted last week. I don’t know what you think, but it looks pretty nice to me! No wonder SPH models are the de-facto standard in the VFX industry.

I’m tempted to try writing a similar post-processing foam simulator for the interFoam solver. With this treatment, even if the trapped air doesn’t affect the flow solution, it surely helps show the fluid motion in a very natural way.

The SPH simulation has 15 cm inter-particle distance, which results in a peak of 1.2 million particles. The render was done with the Cycles raytracing engine on Blender, with motion blur enabled.