effect shader pixelshader navier-stokes gpu fluid-solver fluid
Fluid dynamics using Navier-Stokes equation computation on the GPU, adapted from RENDERMONKEY sample FluidFlow.rfx and NVIDIA
Nice work! Tried many times myself and failed dismally!
hui __ VVVV on LSD
fantastic! thank you. ink texture is massive.
amazing and so performance friendly!
nice indeed :)
wow, great one, it was a lot of time that i tried to convert that multipass shader without results, great great great :D
Just great! Tx.
spreadable... very nice!
Guys, how can I adapt the final render of this contribution to a render with different aspect ratio without deforming?
@Alec, have a look at the new version, that's what you need, I guess...
@flux: Yep! Thank you!
Very very nice, especially with the Leap Sensor.
Should it work to use camera tracking + optical flow to control this?
yes should work
how u join tracking values and optical flow?
you just need to use opticalflow shader directly on the camera input no need tracking node , then add the opticalflow shader inside the velocity pass instead of the mouse shader , and add black and white version for color in the other module.
It should work , i did it once with good result.
Hi sanch, I just get motionblur
use a constant shader instead of the fullscreenquad , the quad can't render negative float from optical flow , inside your optical flow module set dx9texture to 32bit
Hey Sanch, thanks for the update,
btw, do you know how to generate obstacles?
yeah add a black layer in the velocityfield module, with blend mode disable or multiply
it looks better but i have some strange explosions
i'm afraid i don't have time to help atm , but i think trying to tweek optical flow param and blur the opticalflow output will help , but not sure if there is blur for 32bit dx9 .
Did anyone ever play with ink texture pin?
@idab I noticed this thing times ago...
It doesn't work because in the pixelshader the "InkTexture" is commented (AddDensity line 68)
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