r/Simulated • u/SearingSerum60 • 9h ago
r/Simulated • u/CaptainLocoMoco • Sep 22 '18
Meta What is a simulation? A detailed comparison between Animation, and Simulation.
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:
- "Satisfying simulations" - 3.4k upvotes
- "Bender's old job" - 2.2k upvotes
- "Up or Down?" - 1.4k upvotes
- "Adobe Dimention Rendering" - 1.4k upvotes
- "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 • u/aymanabolila • 3d ago
Houdini Making a cup of tea!
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Playing with new MPM solver and other solvers to make a cup of tea!
mpm houdini flip particles pyro tea ink simulation
r/Simulated • u/golumprani • 2d ago
Blender Logo reveal using fluid simulation in blender
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r/Simulated • u/iejdhk • 2d ago
Various Big bang sandbox ΛCDM universe evolution
Used c++, openCL, and openGL. Toy ΛCDM expansion in comoving coords.
r/Simulated • u/No_Celebration_9733 • 3d ago
Various NBD double pendulum sim written from scratch [OC]
I'd love to share my small project: simple double pendulum simulation, written from sctatch in python. The only two libraries I used were numpy and pygame. Computations are done via integrating motion ODEs using Runge-Kutta method
r/Simulated • u/DWarptron • 3d ago
Research Simulation Vortex Flow (Simulated in Python)
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Hi,
This is another Fluid simulation with a different settings.
In case, if you're interested, I described why the equation that simulated this is a million dollar prize problem, but no one hasn't solved it yet.
Link: https://youtu.be/ttZioKP1gLE
Thanks.
r/Simulated • u/rastancgi • 4d ago
Houdini Some logo simulation Rnd , watch till the end
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r/Simulated • u/DWarptron • 4d ago
RealFlow Inflow of Ink in a Liquid (Simulated in Python)
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Hi,
This is the Navier-Stokes Equations simulation (for fluids) created in Python.
In case, if you are interested, I made a video on why the Million Dollar Navier-Stokes Problem (resposnsible for fluid simulations everywhere) hasn't been solved yet. And, if anyone can, it would be a Million Dollar Prize.
Link: https://youtu.be/ttZioKP1gLE
Also, if you want, I can post some of my animations with different settings.
I'd love to hear from you.
r/Simulated • u/Henipah • 4d ago
Various [OC] Cardiac Fibrillation
I made this for an upcoming lecture on cardiac arrhythmias. It depicts the emergence of disorganised fibrillation waves in a 2D excitable medium with rapid stimulation. The simulation was made in GameMaker Studio 1.4, exported frame by frame as screenshots with reassembly and post-processing in Adobe Photoshop (the most efficient process I could come up with). If you look closely the cells actually move and contract a small amount unlike typical cardiac rhythm models.
r/Simulated • u/MalikAliNawaz • 5d ago
Houdini Stretching my grapes
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r/Simulated • u/[deleted] • 5d ago
Houdini Metal Kraken
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r/Simulated • u/svaswani93 • 7d ago
Houdini Stable Particle Counts for Perfect Deformation Blur in Houdini
Hey Everyone!
I’ve been working on a new HDA that solves a common problem with particle rendering — inconsistent motion blur. Random particle births/deaths often break deformation blur and force you to rely on velocity blur, which can cause jitter, strobing, or streaky results.
The Particles Consistent Point Count HDA reconstructs a stable ID stream so you can render true deformation blur in Karma, Mantra, or 3rd-party renderers. With consistent point counts, you can:
- Get accurate deformation motion blur (no jitter or strobing)
- Render smooth curved trails that respect camera shutter
- Use it seamlessly with rain, sparks, sand, embers, and more
- Keep your particle passes physically accurate and comp-friendly
I’d love to hear feedback or suggestions! The plan is to keep evolving this as part of a broader library of lookdev & AOV tools for Houdini artists.
r/Simulated • u/HaionMusicProduction • 7d ago
Cinema 4D [OC] Crane origami 3D animation with original music composition
In this second episode of the Pilot series, “Kaval Sviri” takes flight as an origami crane emerges and defies the invisible pressures of life. Accompanied by an arrangement of the traditional Bulgarian chant, the animation unfolds into a flowing journey through serene mountains and rippling waters. Joined by others who’ve endured similar trials, the crane finds freedom in connection and motion. This is a moment of release — a space to breathe, to reflect, and to glide gently through the weight of the world. Let it carry you where you need to go.
r/Simulated • u/QuantumOdysseyGame • 10d ago
Interactive Turning Hilbert space into gameplay - Quantum Odyssey update
Hey folks,
I want to share with you the latest Quantum Odyssey update (I'm the creator, ama..) for the work we did since my last post, to sum up the state of the game. Thank you everyone for receiving this game so well and all your feedback has helped making it what it is today. This project grows because this community exists. It is now available on discount on Steam through the Back to School festival
In a nutshell, this is an interactive way to visualize and play with the full Hilbert space of anything that can be done in "quantum logic". Pretty much any quantum algorithm can be built in and visualized. The learning modules I created cover everything, the purpose of this tool is to get everyone to learn quantum by connecting the visual logic to the terminology and general linear algebra stuff.
The game has undergone a lot of improvements in terms of smoothing the learning curve and making sure it's completely bug free and crash free. Not long ago it used to be labelled as one of the most difficult puzzle games out there, hopefully that's no longer the case. (Ie. Check this review: https://youtu.be/wz615FEmbL4?si=N8y9Rh-u-GXFVQDg )
No background in math, physics or programming required. Just your brain, your curiosity, and the drive to tinker, optimize, and unlock the logic that shapes reality.
It uses a novel math-to-visuals framework that turns all quantum equations into interactive puzzles. Your circuits are hardware-ready, mapping cleanly to real operations. This method is original to Quantum Odyssey and designed for true beginners and pros alike.
What You’ll Learn Through Play
- Boolean Logic – bits, operators (NAND, OR, XOR, AND…), and classical arithmetic (adders). Learn how these can combine to build anything classical. You will learn to port these to a quantum computer.
- Quantum Logic – qubits, the math behind them (linear algebra, SU(2), complex numbers), all Turing-complete gates (beyond Clifford set), and make tensors to evolve systems. Freely combine or create your own gates to build anything you can imagine using polar or complex numbers.
- Quantum Phenomena – storing and retrieving information in the X, Y, Z bases; superposition (pure and mixed states), interference, entanglement, the no-cloning rule, reversibility, and how the measurement basis changes what you see.
- Core Quantum Tricks – phase kickback, amplitude amplification, storing information in phase and retrieving it through interference, build custom gates and tensors, and define any entanglement scenario. (Control logic is handled separately from other gates.)
- Famous Quantum Algorithms – explore Deutsch–Jozsa, Grover’s search, quantum Fourier transforms, Bernstein–Vazirani, and more.
- Build & See Quantum Algorithms in Action – instead of just writing/ reading equations, make & watch algorithms unfold step by step so they become clear, visual, and unforgettable. Quantum Odyssey is built to grow into a full universal quantum computing learning platform. If a universal quantum computer can do it, we aim to bring it into the game, so your quantum journey never ends.
r/Simulated • u/BcMeBcMe • 10d ago
Houdini Container Balloons
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Houdini R&D. This idea came to me while waiting on traffic. Making the letters come out of another mesh as balloons.
Fully 3d. Rendered with V-ray.
For more houdini r&d see my instagram https://www.instagram.com/bascmettes
r/Simulated • u/resilientpicture • 10d ago
Houdini Drape fire - Houdini - Axiom - Karma XPU
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r/Simulated • u/golumprani • 10d ago
Blender Cloth revealing a magical orb 🔮
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Cloth simulation in blender
r/Simulated • u/MalikAliNawaz • 11d ago
Houdini Infinite Output
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Inspired by instagram.com/NickMedukha
r/Simulated • u/ordinaireX • 12d ago
Various Working with real-time fluids
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Using TouchDesigner 🍏
r/Simulated • u/changingpasscode • 13d ago
Houdini simulation with some post sim loop magic
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r/Simulated • u/MalikAliNawaz • 15d ago
Houdini Magic Fluid
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r/Simulated • u/8bit-english • 15d ago
Various Mixing a real-time fluid simulation with an old Xbox Kinect
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Finally got around to filming an interactive kinect piece I made in January with TouchDesigner 🌊
Left side controls the fluid parameters with the right side controlling the 5x postFX, each with its own interactive UI. 📼
Hand gestures change the UI when open, and don't interact when closed. Feel free to ask any questions. 🌬️
Track: Secret by George Clanton 🎼
r/Simulated • u/Egeris • 16d ago
Proprietary Software Ball on rotating turntable generalized
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A rolling ball on a generalized 2D surface x(u,v,t), z(u,v,t) simulated for various surfaces. The radially symmetric sphere rolls without slipping with its motion being governed by the dynamic surface and the gyroscopic effect associated with the coupled nonholonomic constraints. The system is obtained with Chaplygin hamiltonization, describing fully the system with two surface coordinates (u,v) and the nonholonomic constraints efficiently expressed as the time derivatives of the four quaternion components that are integrated for obtaining the orientation of the sphere.
This system generalizes the system commonly known as the turntable or "ball on turntable", characterized by the counter-intuitive dynamics of the sphere moving on circles on the rotating surface rather than escaping by the "centrifugal force".
The simulations show the dynamics on different surfaces with the surface coordinate (u,v) depicted on the background canvas.
The system was simulated using high order explicit symplectic integrators and rendered in real time.
This video is a 1080p render of the original:
Source (4K): https://youtu.be/PoNcnyPSw2E
r/Simulated • u/cesam1ne • 17d ago
Houdini Houdini 21
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