![]() ![]() ![]() You could also preview the animated flow. I encourage you to download the tool and play a lot! By toggling the FlowLines and VertColor flags you could visualize the above-mentioned vectors and colors. We don't need a fluid simulator to make a single flowmap - thanks to Teck Lee Tan we have a simple, stable, free, 7 Mbytes piece of software to hand-paint such maps: FlowMapPainter v0.9.2, up since 2012. A velocity flipbook is a sequence of velo maps, describing the temporal changes in the velocity vectors of a fluid system. We are describing motion data with a 2D vector-field stored as texture - this is the concept of velocity maps aka flowmaps. Imagine stirring a bowl of liquid, and making a picture / snapshot of the surface from the top, and assigning red and green values to each sampling point on our picture depending on the velocity of fluid movement at a given point. Vertical movement is green: 0% up, 50% standing, 100% down. Horizontal movement is described by shades of red: a value of 50% means we are standing, 100% is full speed right, 0% is full speed left. Imagine that we are moving on a two-dimensional plane and our moving direction and speed (together called velocity) are described by colors. Creating a Simple Texture Sampling Emitter Unlike classic baked VFX, our systems could respond to physics. Instead of overwriting intrinsic velocity, we are pushing particles to sim defined directions while allowing collisions with scene geometry. Maybe the most spectacular example is using velocity data from a fluid simulation to accelerate particles. The point is that we are altering particle behaviour and not determining. Unlike geometry texturing, "particle texturing" should not be a one-to-one topological mapping between the texture space and the particle-space: fluid data could (1) provide initial conditions for a dynamic simulation, (2) drive abstract parameters or (3) used additively. We could drive masses of GPU particles with fluid data. Niagara provides an alternative use case: utilizing the Sample Texture Data Interface, we could directly sample fluid data with Niagara modules (no materials are needed) and interpret the texture-stored values as float / vector / color type variables to drive arbitrary particle parameters. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |