I’ve been working on some new features, focusing on fluids flowing on surfaces. Two of the features are residual fluid, which causes the fluid to be attracted to where there’s been fluid previously and support for outputting a mask that records the normalized time a pixel first receives fluid. This can be used to animate the fluid’s opacity.
Here’s a short video showing these features in action:
The output that I use for the blood splatter looks like this:
All the animation is done in the shader. The flowing effect was created by adding a directional force field that covered the entire simulation area. The fluid was pushed in that direction, simulating gravity.
Tiling across the simulation bounds is now supported. This can be used to create a generic tiling raindrop mask for example.
Another upcoming feature will be presets, so you can save and share settings easily. I’ve also started work on improving the stand alone application, adding support for editing multiple objects at once using the inspector.
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