![]() ![]() Injecting some of the velocity from moving object into velocity texture helps, but it is still quite fake. Simply having moving objects looks surprisingly acceptable, but they tend to eat up fluid instead of displacing it. My first complication is how to efficiently apply it to borders of arbitrary shape(or to be more precise, how to efficiently generate a texture, that stores offset to the closest pixel inside or outside of the border) ?Īnd the second issue here is how to deal with moving bounds. Then for pressure, value just inside the border is used as is, and for velocity, the value is inverted. This texture is sampled once per stage and the result is added to UVs that are used throughout the stage. If I understood the paper]( ) correctly, it is proposed to have a bounds texture, that stores offset to the closest pixel inside. It is pretty cool, but I ran into several issues. I was inspired by GDC talk and made my 2d fluid sim as a coffee break project. All the details on that part of it are in the ray marching tutorial I wrote here: Then when its inside, it just starts at camera position which is achieved by clamping time along the ray intersection to 0. To do that, you have to then use a Ray-Box intersection in order to still start the trace on the outside edge of the box when the camera is not inside. The inside out box part is how I enable the camera to go inside of the volume. The ray march material was on the ‘inside out box’. One was showing the density volume slices and the other was showing the velocity slices. You are correct about the other two layers. I was applying the material using a volume raymarch material. It looks like two are for showing layers of the effect and another one called inside out box. I see they have 3 static meshes in the details panel. ![]() I too wish I could have seen more at GDC but the rehearsals and setup ended up taking most of my time.ĭo you know what they were applying the 3D fluid simulation material too? Was it a cube or some kind of deformable static mesh? I think that is the part that is confusing me the most. I wish I had a chance to go to the booths but I was in my own booth most of the time. They were probably just looking to keep solidarity of representing UE4 at the conference.
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