Obi Fluid for 3D paint - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Fluid (https://obi.virtualmethodstudio.com/forum/forum-3.html) +--- Thread: Obi Fluid for 3D paint (/thread-2486.html) |
Obi Fluid for 3D paint - sanyam - 14-09-2020 Hi, I want to paint on a canvas. It will be 3D and there shall be gravity acting on the paint fluid as well. Do you think Obi Fluid can do the job for this particular task? RE: Obi Fluid for 3D paint - josemendez - 14-09-2020 (14-09-2020, 08:15 AM)sanyam Wrote: Hi, In realtime, I'm afraid not. In a canvas there's barely any pressure, vorticity, or other fluid effects that may make using a particle-based simulation worthwhile. So using ObiFluid (or any other particle-based system) for this is absolute overkill. This use case screams texture-space fluid simulation in a fragment shader. As long as you don't need paint to drip off the canvas, a simple shader that smears paint in the direction of gravity will get the job done much faster and easier. RE: Obi Fluid for 3D paint - sanyam - 14-09-2020 (14-09-2020, 08:19 AM)josemendez Wrote: In realtime, I'm afraid not. In a canvas there's barely any pressure, vorticity, or other fluid effects that may make using a particle-based simulation worthwhile. So using ObiFluid (or any other particle-based system) for this is absolute overkill.But I also want to add different kinds of paint which will push around the previous paint particles when poured on to them. RE: Obi Fluid for 3D paint - josemendez - 14-09-2020 (14-09-2020, 08:23 AM)sanyam Wrote: But I also want to add different kinds of paint which will push around the previous paint particles when poured on to them. This is what the smearing/smudge tool does in most painting programs, isn't it? This is much faster to do in a shader, considering you're limiting yourself to an essentially 2D canvas. Even if you wanted to get really fancy, with effects similar to the paint pouring technique: Using 2D velocity fields to displace the paint would still be so much simpler and faster than a full blown 3D particle based fluid simulation. You might want to look into 2D shader based fluid simulators such as Cocuy if you want a ready-made solution that does this. if you want to roll your own, Alan Zucconi has a great tutorial series on how to do 2D simulation using shaders: https://www.alanzucconi.com/2016/03/02/shaders-for-simulations/ https://www.alanzucconi.com/2016/03/09/simulate-smoke-with-shaders/ These two links will get you 70% of the way. Once you've got a basic simulation going on, Josh Stam's stable fluids will do the rest: https://www.researchgate.net/publication/2486965_Stable_Fluids |