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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 Aufrufe • vor 1 Jahr •via X (Twitter)

8 Kommentare

Profilbild von Ghislain Girardot
Ghislain Girardotvor 1 Jahr

@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 🤔

Profilbild von Amit Mehar
Amit Meharvor 1 Jahr

@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

Profilbild von Study Bunny Games
Study Bunny Gamesvor 2 Jahren

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Profilbild von Virtual Method
Virtual Methodvor 1 Jahr

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

Profilbild von Amit Mehar
Amit Meharvor 1 Jahr

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)

Profilbild von ZeeLee3D - Protoball REMAKE IS ON! Coming Soon 💯
ZeeLee3D - Protoball REMAKE IS ON! Coming Soon 💯vor 1 Jahr

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

Profilbild von 冰月
冰月vor 1 Jahr

@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.

Profilbild von Amit Mehar
Amit Meharvor 1 Jahr

@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

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