Shader Laboratory
https://twitter.com/simonschreibt/status/1228103930950934528?s=20
I had this idea and did a little prototype for a geometric fluid. Needs more work of course. Nowadays we can bring fluid-sims into realtime-engines by putting vertex data into textures and re-building the mesh every frame.
I tried something simpler: using a “tile-able” fluid-mesh and just moving it along a spline. This test is made in 3Ds Max. Need to checkout how to move meshes along splines in Unreal. Here the loop is very obvious but maybe with a mesh with less unique areas and forms it will be hidden better:
I tried something simpler: using a “tile-able” fluid-mesh and just moving it along a spline. This test is made in 3Ds Max. Need to checkout how to move meshes along splines in Unreal. Here the loop is very obvious but maybe with a mesh with less unique areas and forms it will be hidden better:
And this simualtion is made tileable like you do it with textures in photoshop. Basically I offset the same sim two times (one time upward and one tie downward):
And then cut out the piece in the middle. This piece is now tile-able. You can stick it on top of eachother without a seem or hole:
Now I stack 3 of those middle-meshes on top of eachother and save it out as FBX and move it along a spline (there are some weird stretching artifacts near the floor…anyway, it’s just a first test) 😃
In case you’ve knowledge about moving geo along splines in unreal, feel free to share tipps or links to good resources. I didn’t do any research about it yet but I’m sure it’s possible somehow. crossing fingers
https://minionsart.github.io/tutorials/
https://twitter.com/minionsart/status/1229043375782977537?s=20
https://twitter.com/minionsart/status/1229043375782977537?s=20
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Joyce[MinionsArt]
Made a list of all tutorial posts I've made! Currently 119 posts, Unity, 3D Modelling, Shaders, Gradient Textures, and Colors :D https://t.co/Vwa6yPeduL https://t.co/h2uBwdnvCA