14-09-2020, 08:23 AM
(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.
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.