Hi again,
thank you for the prompt response!!!
Thank you for the tips! I have the fluid looking like I wanted it now!
thank you for the prompt response!!!
(22-10-2024, 01:56 PM)josemendez Wrote: Possible, but absolute overkill. A simple texture-based approach driving material roughness would get the job done easier and at a very small fraction of the cost.Fair enough! But I'd like to have realistic fluids in general as liquids and fluids will be a common theme in my game, including blood etc.. And I'm also looking for realistic physics as I think such systems, once set up properly, look better.
(22-10-2024, 01:56 PM)josemendez Wrote: Why would that be? You can move the solver, emitters, colliders, and the fluid particles themselves. No need for anything to stand still.True, I thought of that as well, but how would you do something like in Ghost of Tsushima. They spawn blood around the blade as well as a the point of impact. You'd write a script to make the emitter follow the blade and the character's impact points?
Thank you for the tips! I have the fluid looking like I wanted it now!