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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 次观看 • 1 年前 •via X (Twitter)

8 条评论

Ghislain Girardot 的头像
Ghislain Girardot1 年前

@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 的头像
Amit Mehar1 年前

@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 的头像
Study Bunny Games2 年前

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Virtual Method 的头像
Virtual Method1 年前

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

Amit Mehar 的头像
Amit Mehar1 年前

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 💯 的头像
ZeeLee3D - Protoball REMAKE IS ON! Coming Soon 💯1 年前

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

冰月 的头像
冰月1 年前

@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 的头像
Amit Mehar1 年前

@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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