08-05-2020, 02:52 PM
(08-05-2020, 02:47 PM)josemendez Wrote: Using particles for this is absolute overkill imho, and you have the additional drawback that no matter how much you smooth out the surface, the particle-based nature of the simulation will always be visible in the refraction. A simple mesh with a refraction shader would suffice, something like this?:
https://jasonjhayes.azurewebsites.net/We.../GLRipple2
I tried but I need to remove the water when something interact. In the video you can see that the fluid disappears and then come back. With a 2d ripple effect I think that I can't achieve that...