i’ve spent almost two weeks on he fluid solver for my video game about #bonsai #volcanoes and no i don’t know exactly why it works but it does and sweet merciful lord am i ever thankful to fluid gods
@etoo sure. My hobby side project is set in a small valley surrounded by mountains. It's raining and just have to find a way to get out before the valley before it fills up (leaving you drowned). I thought it would be cool instead to have the water be flowing in from somewhere, but that would require an expensive fluid simulation to look good. So I wanted to do the fluid simulation offline and cache the results - but I'm not sure how expensive that would be
@Anchpop so this is a really interesting talk about storing data (including mesh data) in textures that you might find interesting - the guy has a lot of other useful info on vfx too: https://simonschreibt.de/gat/cool-stuff-with-textures/
@etoo that's good stuff! Thanks!
@Anchpop i don’t know what constraints you’re working with but if i were to do this i’d probably do it in real-time using a particle system and metaball shader for the fluid flowing into the valley, and a 2d height field simulation for the flood water and hide the join with a spray particle effect. dunno if that sounds like it would work for you but there are some handy things to google in there :) happy to provide useful links and answer questions as far as i am able
@etoo question since you seem knowlegeable, I've been interested in doing something similar, but offline. Would it be possible to run a fluid simulation in something like Houdini, then save the mesh outputs and play them in-game? Or would the output be too large?