
More "voxel" water in my fluid sim
Like before, this is a voxel-ish visualization for my fluid sim.

Like before, this is a voxel-ish visualization for my fluid sim.
I just go tired of placing water tiles manually when testing beach scenes, so I made this simple ocean tile manager, for automatic tiling and LODs, which follow the player for "endless" ocean stuff.
It also feeds into the fluid sim.
I'm itching to release it but there are a couple of very hard to crush bugs left. Also documentation... for 1.0 I'll have documentation for all the settings and variables, but the implementation is much easier to demonstrate in videos than in writing. How do you feel about that?
Experimenting with voxel-style visualization for my fluid sim. It's not really true voxels I guess, but do you think it's worth putting some work into this? This is just a hacky way that lacks many features at the moment.
Just experimenting with different ways of visualizing my (almost done) fluid sim for Unreal Engine. Came up with this voxel-style way, just a very quick hack, so it needs work, but might be useful?
Small scale: https://youtu.be/zWg1JlmrOkc
Examples on different scales with which you could use the water simulation I'm working on.
I'm making this fluid sim (almost done) for FAB, and I need some input as to what kind of performance cost is acceptable.
This video shows the simulation running with LOWEST settings. The sim takes about 0.3 ms on a 4070 with these settings. Not counting single layer water and the underwater PP, since I thought the comparison should be made against a scene with static water (just a plane for example).
With everything maxed out, full resolution, all the options for foam, splash particles and such on and turned up, the sim needs 4-5 ms, so that mode would be more useful for cinematics or perhaps games where the water is the full focus of the game.
Quick video showing how to get started with Fluid Forge (when it's released...).
Just playing around and demonstrating white water and foam in Fluid Forge.
This is from my fluid sim plugin. Last week I've been working so hard to make a general system for wave breaks. The upside is that it can now completely replace my old splash system (which just used simple DeltaV) for any kind of splashes.
This is a shallow coast/beach scene for testing foam and solving a problem where the water would "leak" out of the domain.