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Quick #Niagara fluid sim thingy. Based on Virtual Method's Unity example. Simulation part can use some improvements :p (flowing too smoothly atm) #UE5
14,317 просмотров • 1 год назад •via X (Twitter)
Комментарии: 8

@virtual_method Neat! Turns out I fell into a similar rabbit hole. Trying to think of ways to generate the adjacency map in Niagara atm 🤔

@virtual_method Looking forward to seeing your results :) I just made a small ImGui tool to bake it offline. Should be possible using Niagara but I just took the easier route :p

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Looking good! which kind of simulation method are you using? is it purely cell-based or a particle-cell method? (flip, mpm)

It's a direct port of the "Reintegration Tracking" fluid setup shared by @Michael_Moroz_ I am handling UV remapping in the reintegration stage, wasn't able to get the "Sim->Remap" setup work for me :p (so it might not be very accurate)

@virtual_method Awesome! Would love to see more of your breakdown/method.

@virtual_method My idea: 1. Raycast UV →query mesh barycentric coords. 2. Spawn particles. 3. Tick: first query depth map. 4. query mesh neighbor tris for movement. Likely heavy overdraw cost. Rasterize particles as spheres via raster grid? Maybe particle strips are optimal.

@virtual_method I used something like that for this effect Unfortunately that can't simulate particle interactions quite well (plus simulating in worldspace). This one is mostly based on
