» GPU Fluid Solver
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GPU Fluid Solver

effect shader pixelshader navier-stokes gpu fluid-solver fluid
Credits: flux


Fluid dynamics using Navier-Stokes equation computation on the GPU, adapted from RENDERMONKEY sample FluidFlow.rfx and NVIDIA


16.07.14 [12:22 UTC] by sanch | 2539 downloads
DX11 version
Show 2 older revisions

Older Revisions

17.10.13 [18:29 UTC] by flux | 1298 downloads
Adapts to window aspect ratio automatically
19.08.12 [02:18 UTC] by flux | 1563 downloads

lasal 19/08/2012 - 02:42

Great contribution.

sanch 19/08/2012 - 05:01

awesome thx!!

catweasel 19/08/2012 - 14:12

Nice work! Tried many times myself and failed dismally!

tgd 19/08/2012 - 14:57


CeeYaa 19/08/2012 - 16:20

hui __ VVVV on LSD

u7angel 19/08/2012 - 23:16


lecloneur 20/08/2012 - 00:09

massive !

sinus 20/08/2012 - 12:15

fantastic! thank you. ink texture is massive.


tekcor 20/08/2012 - 12:53

amazing and so performance friendly!

m4d 20/08/2012 - 13:10

nice port

dottore 20/08/2012 - 15:39

nice indeed :)

screamer 20/08/2012 - 17:21

wow, great one, it was a lot of time that i tried to convert that multipass shader without results, great great great :D

Desaxismundi 21/08/2012 - 22:37

Just great! Tx.

Noir 22/08/2012 - 01:20


robe 22/08/2012 - 10:49


newemka 28/08/2012 - 20:31


DiMiX 31/08/2012 - 12:28

spreadable... very nice!

mediadog 03/09/2012 - 05:03

Fabulous. Here's a quick test I did using Xtion/Kinect points as input with a cycling input color on vimeo.

The motion, even at 512x512 and 300 iterations, is beautifully smooth. Thanks SO much, I've wanted this in a shader for ages.

Martin Zrcek 21/09/2012 - 16:10

Well done

Alec 17/10/2013 - 12:07

Guys, how can I adapt the final render of this contribution to a render with different aspect ratio without deforming?

flux 17/10/2013 - 18:44

@Alec, have a look at the new version, that's what you need, I guess...

Alec 17/10/2013 - 23:23

@flux: Yep! Thank you!

rink 30/10/2013 - 17:28

Very very nice, especially with the Leap Sensor.

mrboni 16/07/2014 - 13:22

Should it work to use camera tracking + optical flow to control this?

sanch 16/07/2014 - 14:04

yes should work

DiMiX 16/07/2014 - 16:08

how u join tracking values and optical flow?

sanch 16/07/2014 - 19:56

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.

sanch 18/07/2014 - 02:35

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

lasal 18/07/2014 - 16:07

Hey Sanch, thanks for the update,

btw, do you know how to generate obstacles?

sanch 18/07/2014 - 17:47

yeah add a black layer in the velocityfield module, with blend mode disable or multiply

DiMiX 18/07/2014 - 21:37

thanks sanch.
it looks better but i have some strange explosions


sanch 18/07/2014 - 23:22

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 .

idab 26/01/2020 - 19:36

@sanch: how can I use ink texture pin? I tried to connect a texture but nothing happen. Any suggestions?

idab 31/01/2020 - 18:19

Did anyone ever play with ink texture pin?

anonymous user login


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~3d ago

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