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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 views • 1 year ago •via X (Twitter)

8 Comments

Ghislain Girardot's profile picture
Ghislain Girardot1 year ago

@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 🤔

Amit Mehar's profile picture
Amit Mehar1 year ago

@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

Study Bunny Games's profile picture
Study Bunny Games2 years ago

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Virtual Method's profile picture
Virtual Method1 year ago

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

Amit Mehar's profile picture
Amit Mehar1 year ago

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)

ZeeLee3D - Protoball REMAKE IS ON! Coming Soon 💯's profile picture
ZeeLee3D - Protoball REMAKE IS ON! Coming Soon 💯1 year ago

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

冰月's profile picture
冰月1 year ago

@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.

Amit Mehar's profile picture
Amit Mehar1 year ago

@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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