22-08-2020, 03:47 AM
(21-08-2020, 12:30 PM)josemendez Wrote: Hi Necka,
Using ObiFluid for fluid on a character's body is not a good idea, as you'd only rely on collision detection for keeping the fluid on the surface of the mesh, which is not very robust (and quite expensive).
Simulating fluid in texture space (like I did for the shader in the video) is both much more robust and a lot cheaper. That particular shader isn't really in an usable state yet (no support for skinning, not dealing with texture seams, etc). The basic technique is quite simple to implement though, and is referred to as "gravity maps". You can take a look at it here: https://developer.download.nvidia.com/SD...Shader.pdf
Thank you Jose for your answer, the paper is interesting but above my technical skill grade unfortunately
