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Help  Can;t get scaling and behavior right...
#3
Hi again,

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!
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Messages In This Thread
RE: Can;t get scaling and behavior right... - by aardworm - 22-10-2024, 02:26 PM