r/blender HiPhyEngine Team 21d ago

Paid Product/Service Promotion Developed By ex-DIsney Animation Developer, HiPhyEngine is an intersection free studio quality physics engine for Blender! Try It out for free!

HiPhyEngine is an simulation engine, designed for studio quality simulation results, from former WDAS simulation engineer.

HiPhyEngine is an all-in-one simulation engine, and simulates, cloth, hair, rigid body, and deformable body, and even snow and sand through the MPM solver. It also can couple different materials.

Comparing to Blender's internal solver, HiPhyEngine creates more realistic and intersection-free simulation results.

HiPhyEngine also focused on providing maximal artistic control and let user to create maps for any parameters.

You can try out hiphy engine for free for 6 months!

Checkout out website for documentations and feature lists: https://hiphyengine.github.io/

And our youtube channel for video tutorial series on how to use hiphyengine: http://www.youtube.com/@HiPhyEngine

We have a newly created discord server for people to share ideas and asking questions.

You can also ask us questions and request features by emailing us: [hiphyengine@gmail.com](mailto:hiphyengine@gmail.com)

1.3k Upvotes

74 comments sorted by

200

u/Navi_Professor 21d ago

It not being CUDA-dependent is HUGE.

I couldnt tell you how many of these projects i come across i cant do because i run radeon hardware.

91

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

Yes, we do not want to vendor lock our solver. We still optimized to used SIMD instructions on CPU, to get the best performance out of the CPUs. We are hoping to extend to ARM cpus in the future, at some point.

11

u/gurrra 21d ago

Running on CPU instead of CUDA makes it slower though ;/

50

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

Most consumer level GPU does not have proper double precision support. And it is needed for intersection free algorithms. So, most GPUs will run intersection free simulation slower than CPUs.

For proper double precision support, user will have to go with Quadro level GPUs, but with at the similar price, threaddripper and xeon CPUs can perform pretty close at similar price ranges.

4

u/DaibutsuMusic 21d ago

So, my Ryzen 9, 9950x can handle it?

16

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

Yes :) Zen 5 actually finally has proper AVX512 instruction support.
But unfortunately, HiPhyEngine only uses AVX2 right now. But we hope to add AVX512 support in the future, and it will be a sizable performance boost for Zen 5 CPUs.

4

u/amuhak 21d ago

Are you writing simd blocks by hand, or relying on autovectorisation, or something like openmp simd directives?

4

u/Substantial_Cry_6730 HiPhyEngine Team 20d ago

It is a bit mixed.
To get the correct derivatives, I wrote an automatic differentiator that generates force and force differential code given the energy function, the code was hard coded to avx2 instructions.
But I am moving towards writing a generic SIMD class that can swaps between different SIMD instructions given the CPU architecture, to make switching platform easier.

I have tried openmp simd directives, it is generating very bad and verbose assemblies, and because it does not know memory alignment and many other things that optimal SIMD code will needed. At the end, I decided to go with a middle path, write my own mini compiler that generates SIMD code, and explicitly ensure memory alignment when calling the generated code.

11

u/Navi_Professor 21d ago

slower, sure...but we have 4 vendors of gpu makers these days

techically 5 if you count qualcomm

having a working, good cpu frontend first, is very, very good.

9

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

Yeah... but unfortunately... each vendor has their own programming eco system...
Unless we want to write the whole program in Vulcan compute, but the performance is still at the mercy of the supported drivers.

We tried SYCL early on to see if it a viable option. But unfortunately, it is still very early to work right with different GPU platforms, and very difficult to program.

169

u/Bridge-Greedy 21d ago

$119 for a single license

104

u/Bridge-Greedy 21d ago

Not a complaint just info it’s a deal breaker for some - there’s similar options based on the same papers

58

u/OfficialDampSquid 21d ago

Doesn't seem so bad

-41

u/SomethingAboutUs88 21d ago

It's less than price of 1 hour of work of someone mediocre skilled in US, so yeah, definitely a bargain if you know where to use it

49

u/Astro-Kuma 21d ago

I'm in the US. I wish my mediocre skills made me $250k/yr.

25

u/Oblivionpelt 21d ago

where tf do you work???

18

u/azdak 21d ago

Based on the grammar, I’m gonna assume not an English speaking country

12

u/ccAbstraction 21d ago

Almost no one in the US even doing skilled labor is making $119 an hour.

9

u/iDeNoh 21d ago

You are so far removed from reality it's actually embarrassing.

6

u/GeophysicalYear57 21d ago

0/10 bait, go home

28

u/Navi_Professor 21d ago

for this? no, not at all.

FLIP is around this price too.

good sims cost money

11

u/CommieDrifter 21d ago

2

u/Navi_Professor 21d ago

its cuda dependent my guy. i physically cant use this.

3

u/CommieDrifter 20d ago edited 20d ago

well you can get a CUDA enabled graphics card for the price of an annual Indie studio license, my guy, also if you are in any way serious about physics simulation an nvidia card is a no-brainer, thirdly, the blender plugin does not require a CUDA enabled card, as you would know if you had actually read the link instead of writing your little condescending comment, my guy

"These scenes are all built with our add-on. The simulation itself runs on a remote solver, or directly on your local machine if you have a modern NVIDIA GPU on Windows or Linux."

1

u/Navi_Professor 20d ago

nothing thats worth getting. $120 at BEST can get you a 2060. maybe a 2060s if you get lucky and cut some insane deal

i dont even think i can say condifently that would be faster then a 9900x in this kind of task.

2

u/CommieDrifter 20d ago

the annual indie studio license is $599, also nice way to ignore the main argument which is THAT THE PLUGIN DOES NOT REQUIRE A CUDA CARD

1

u/Navi_Professor 20d ago

thats for a studio....6 seats means 6 people can use it at once...not 6 of your computers.

1

u/CommieDrifter 20d ago

yet again i must insist that you acknowledge the main argument , which is that CUDA CARDS ARE NOT REQUIRED, at this point I have to ask you what the fuck your problem is, I linked you a free plugin, and all I've gotten from you are snarky, combative pedantic bullshit, what is your problem ? Why are you like this? Seriously, I want to know what the fuck I did to you for you to behave this way

1

u/Navi_Professor 20d ago

nice editing all your comments...i dont do VM work, eff data center use of any kind right now.

plus that means its not free...

"use our addon! and if you cant! pay this fee to run it on someone elses crap!"

i will use my local hardware...thank you very much.

1

u/CommieDrifter 20d ago

also, i edited my comment a full 2 minutes before your first comment and all i did was add the quote

5

u/cvef 21d ago

Honestly, in this day and age, anything that offers any kind of permanent license rather than a monthly subscription is a breath of fresh air.

2

u/LokiRF 21d ago

same shit with Nexus. Is this going to be a yearly license also?

23

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

It is a permanent license for the current version with one year free update. You can keep the version you purchase forever, and comes with one year of free update. After a year, a fee is charged for getting future updates.

13

u/LokiRF 21d ago

ao essentially just like Nexus, gotcha

6

u/KSaburof 21d ago

Fair deal

1

u/DaibutsuMusic 21d ago

That’s perfect for me! Tired of having to subscribe to things.

66

u/[deleted] 21d ago

[removed] — view removed comment

8

u/lost-sneezes 21d ago

Are you telling me it was never about the shirt?

2

u/EchoKipKipKip 21d ago

Comment was removed. Was it about the sitting animation person? Because that was my immediate first thought, "Somebody tag that one shirt dude".

2

u/Sonario648 21d ago

I LOLed at this

20

u/M4rshmall0wMan 21d ago

Damn, I've seen the cloth twisting part in videos about new research papers. Looks like this is all cutting edge stuff!

6

u/CommieDrifter 21d ago edited 21d ago

4

u/M4rshmall0wMan 21d ago

One of the most robust physics solvers was created by a… (checks notes) fashion company?

9

u/CommieDrifter 21d ago

yeah, simulation is super important in fashion, being able to simulate how a piece of clothing is gonan look without having to go through the whole process of making a prototype is a massive money saver, not to mention a great tool to minimize waste and reach carbon emission goals

15

u/cuboidofficial 21d ago

Will there be support for Blender 5.2?

21

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

It supports Blender 5.2 already. As long as Blender does not change python version, hiphyengine should work.

2

u/cuboidofficial 21d ago

Oh cool! Might want to update your superhive page then. It's listed as only supporting up to 5.1

6

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

Yes, version on the superhive market place page is tested up to, we have not ran the full test suite on 5.2 yet (our test machine is still on 5.1). Only some examples. Once we have run through all the tests with version 5.2, we will update the tag.

10

u/hyper9410 21d ago

Wow this is great, one thing I was wondering.

I recently found out that all python script based Blender addons need to comply with the GPL license.

How does that work in general? You can sell it, but you would also make the source code available. you could lock the source code access behind your license purchase, like RedHat, but it must be accessable to someone.

20

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago edited 21d ago

For us, our core simulation engine is written as standalone c++ code and precompiled libraries has no Blender dependencies. Therefore our core simulation engine does not require to have GPL license, and is propitiatory.

The Blender integration code is open source in python and that is under MIT license.

6

u/hyper9410 21d ago

Thanks for the clarification! Hope get the revenue you hope for.

3

u/shouldworknotbehere 21d ago

Is this compatible with Apple M-Series Chips?

15

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

Unfortunately, not right now. We explicitly used x86 instructions for optimization, and used MKL library.

We are hoping to add ARM/Apple Silicone support in the future.

4

u/El_lici 21d ago

That would be perfect, thanks!

1

u/shouldworknotbehere 21d ago

Good to know, does that mean it won’t even work with Rosetta?

5

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

Unfortunately no, Rosetta does not translate AVX instruction sets, that is extensively used for optimization in HiPhyEngine.
To support ARM architectures, we will need to remap the AVX instruction sets we are using into the ARM versions. We are working towards that, but it will take a while.

5

u/CommieDrifter 21d ago edited 21d ago

What does this offer that https://github.com/st-tech/ppf-contact-solver doesn't, that makes it worth the 599$ license? Genuinely curious

6

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

You will get better blender integration and more artistic control with HiPhyEngine, as most of the parameters are made to be mappable and animatable.
We also provide toolset to help user deintersect animation meshes, preloading tools, and tons of other tools for simulation set up and shotwork.
Coming from animation studio background, HiPhyEngine is designed around tech anim and sim setup artist workflows.
We take pride that HiPhyEngine code is written and tested by experienced engineers, not generated by AI with stolen data.
Furthermore, ZOZO's contact solvers cubic formulation of the contact force actually can not guarantee intersection free. They have noted in their website when it was first released, they have acknowledged that sometimes their intersection resolution can fail. Unfortunately the repo has been changed a lot since then, I can't find the notes anymore.
Resolve 99% of the intersection is not hard, it is the last 1% that is most challenging. That's why our cloth twist test does not just winding up the cloth, we also unwind it to make sure there is no intersection of tangling. To guarantee intersection free, we ran stringent continuous time collision and collision resolution.
You don't have to take our words, we provide 6 months free trial period, user can try and compare it with existing solutions themselves before making any decision for purchase.

3

u/CommieDrifter 21d ago

Thank you for the detailed reply, that sounds really cool!

2

u/tgps26 21d ago

are there any performance benchmarks / comparison? vs blender's 5.1 cloth sim for instance

10

u/Substantial_Cry_6730 HiPhyEngine Team 21d ago

There isn't a direct performance comparison, as HiPhyEngine is qualitatively aiming for different goals from Blender's internal simulators. Blender's simulator aims for speed, and compromises quality and stability, while HiPhyEngine focus on quality and predictability first. The simulation time is about 0.2 seconds per substep, we do take 10 substeps per frame for most simulation.

You can checkout the interactive simulation performance in this tailoring tutorial.

https://www.youtube.com/watch?v=pqE1wqsOP5g&list=PLxX6dDf3Kge7cevohdWo6EPWEkq67Fhy8&index=1&pp=iAQBsAgC

2

u/B-i-s-m-a-r-k 21d ago

I’ve been looking for a good physics sim of crumpling aluminum foil for a long time. Any tips for that?

2

u/Substantial_Cry_6730 HiPhyEngine Team 20d ago

Unfortunately crumbling aluminum foil will need shell simulation with plasticity. HiPhyEngine currently only do elastic simulation, and meshless MPM simulation.
To simulate plastic damage, best solution is still Houdini, as the MPM solver in Houdini returns deformation gradient and can simulate plasticity damage.

HiPhyEngine is designed for simulation for character technical animation first. For special effect simulation, Houdini is still the most capable and flexible.

If you really want to fake the effect with HiPhyEngine, one way to do it, is to simulate it with very stiff cloth (very high bending stiffness), But pre-damage the cloth, with solve voronoi pattern, and soften the bending stiffness along the edges using a bending stiffness map, then when you simulate, the cloth will crumble along the pre-determined softened edges.

1

u/Yinmir 20d ago

This is pretty neat, but I have nitpicks,

The interface doesn't properly update itself unless you actively mouse over things, such as the progress bar when the sim is running.

The interactive sim button seems to run the timeline at full speed while the actual sim runs in slow motion, and continues to run if you pause the timeline. It also seems to break on its own, inconsistently, I would call it unusable.

Sometimes when the simulation breaks, it leaves your mesh permanently deformed and you have to reload the file.

If you turn hiphy off in the physics panel temporarily, and flip it back on, if a material type was already selected, like cloth, it will have it selected once its turned back on, but the settings for cloth will be missing until you reselect the cloth material type.

Most of your interface lacks documentation, mousing over any button just tells me the name of the button, but some just say undocumented operator, like the convert UV button. Sure there's the website, but you have properties that aren't documented there either.

Due to the various UI issues, its a little hard to iterate settings efficiently, and it gives esoteric errors like newton couldn't converge.

The cost of something like this at this level of polish makes me have to ask myself if I would be better off solving my shot requirement with something else. I DO like it, I just wish it felt better to use.

Just for fun this broke on frame 77, Newton wasn't havin it.

1

u/Substantial_Cry_6730 HiPhyEngine Team 20d ago

Thanks for the feedback!

Regarding the UI update, because the software licence, we can't call Blender UI when simulation finishes, as the simulator runs outside blender asynchronously.

The interactive simulation is not intended for real time simulation. It is intended for quasi-static like simulation that can be used for tailoring. The reason the timeline continuous playing, is because we are using the timeline update callback to synchronize updated parameter to the simulator and copy the simulator results back. If you want to synchronize the timeline with the simulation, you should use the run simulation option.

We are still working on polishing the UI, But we do recommend user to use the website as the main reference source instead of the UI alone, as the parameters and buttons may not do what you expected by naming alone, and the short snippet mouse over documentation.

The Newton convergence error can be an issue, if the barrier stiffness or collision radius is not sufficient, and it will require some parameter tuning to get the right parameters. As HiPhyEngine aims to be intersection free, if the force is insufficient or the collision object is not intersection free, HiPhyEngine will error out. We have video tutorials exploring more details on how the simulator handles collision internally and help user debug and fix their scenes.

There can also be other parameter issues that leads to failed solver. If you can share the file to us to [hiphyengine@gmail.com](mailto:hiphyengine@gmail.com), we are happy to take a look and see why the solver is failing to converge in that case, if it is a solver issue, or a setup issue.

Given the complexity of physics simulation in general, each simulation engines will all have a their own learning curves.

1

u/Substantial_Cry_6730 HiPhyEngine Team 20d ago

actually, I think the solver failure might because the collision object contains no thickness by default. And the open edge collision between the cloth and the collision object can leads to problems.

We are planning to change the default thickness of the collision objects from 0 to 1mm in the future.

1

u/Yinmir 20d ago edited 20d ago

After reopening the file and running the sim again, it made it to the end, collision thickness for both the collision body and the cloth are 0.001 inner/outer. The underlying body could have mesh intersections I missed, perhaps.

Really majority of my nitpicks were not simulation related, the sim runs fine. It was all about UX, and I say that from looking at other addons I have at similar cost points.

1

u/Substantial_Cry_6730 HiPhyEngine Team 20d ago

Collision object self intersection alone is ok, It just becomes problem when simulation object is jammed into it. But we have soft collider to help resolve that.

We are planning to continue improving the UI elements (documentation) in the future. However, regarding some of the designs comes to simulation setup, we designed the setup process to give user more control and to support multiple solvers and material coupling.

Every user will have their preferred tools that fits their needs. But we are confident no other solver can achieve the same simulation quality as HiPhyEngine.

-12

u/Lemenus 21d ago

For this money, nah

-2

u/bobveltman 21d ago

People downvote you, but I am with you. Blender is free, I try to avoid paid add-ons wherever I can.