The lighting is broken here but it was very important to separate into material groups (which can still have multiple materials). The elastic and granular materials are much more costly than just liquid
how does this work with the simplification system? i mean, is it lossy such that a rigid shape that is simplified to fewer particles and then re-expanded will end up slightly different?
Unfortunately yeah it is lossy. For liquids it works very well, also might be ok for granular, but I wouldn’t use it for elastic jello blocks that need to keep their shape. Adaptivity can be enabled/disabled at the material group level.
Maybe, but I think they're more focused on multiplayer and they seem to be working on a grid based water simulation with low computation cost. I do have plans to build on top of this simulation as well.
a sonic level with this water slowly rising would be so cool
The lighting is broken here but it was very important to separate into material groups (which can still have multiple materials). The elastic and granular materials are much more costly than just liquid
very cool
how does this work with the simplification system? i mean, is it lossy such that a rigid shape that is simplified to fewer particles and then re-expanded will end up slightly different?
Unfortunately yeah it is lossy. For liquids it works very well, also might be ok for granular, but I wouldn’t use it for elastic jello blocks that need to keep their shape. Adaptivity can be enabled/disabled at the material group level.
Bro made noodles
Could you simulate a sewer?
Yeah it should work very well when I add in the blocks/distance field collisions
have you ever wondered about showcasing your work to people developing the Vrage 2 engine? Space engineers would love that type of quality udate 🙂
Maybe, but I think they're more focused on multiplayer and they seem to be working on a grid based water simulation with low computation cost. I do have plans to build on top of this simulation as well.