Tag: flow

Foamy Liquid Shader

A variation of my animated water shader supporting foam around obstacles. Unfortunately I can’t prepare a video, but the foam is fully dynamic, it appears around places with small flow and is subject to flow animation. Attached is the archive with the shader, all necessary textures and a demo scene […]

Animated Water Shader

Due to popular request, I’m posting the source code of my Unity3D Animated Water Shader. It is a complete rewrite of Alzahiel/GraphicRunner’s shader. Brief list of changes: – It’s a surface shader (not Vertex+Fragment) – Doesn’t require script file, all animation is done in the shader using built-in _Time variable […]

Flow Field Editor Still Alive

I’ve come up with some new ideas for what seemed a completed tool. This release of FFE (“Flow Field” Editor) has changed significantly, so I will describe it from scratch. Introduction What FFE now produces is in general an image. It can be created from: flow field points, color points, […]

Another Flow Field Editor Update

Probably final this time 😉 I was trying to find a compromise between speed and quality and came up with an idea of triangle-based cubic interpolation. Fortunately it turned out that such beast already existed – http://cran.r-project.org/web/packages/akima/. It’s several times faster than Natural Neighbour and gives better results than Linear […]

Flow Field Editor Update

I’ve introduced some useful changes: 1) Fast preview/export using triangulated irregular network linear interpolation. This looks a bit worse than Natural Neighbor method but it’s a lot faster. 2) Thanks to using OpenMP for Natural Neighbor high quality export, it should be approximately N times faster (where N is the […]

Flow Shader Fix / Flow Editor

So first of all, I’ve fixed a little bug in the water flow shader which basically inverted one of the texture coordinates and made all of the flow animations look weird or just wrong. This is how the flow map from my last tutorial looks in action now: And it’s […]