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Re: Fluid Simulation 3D - Water

by Ralph Hauwert :: Rate this Message:

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Hi Exey,

Great work! I see my sources helped, great to read, I love feedback on  
those kinds of things.

Normal vector pertubation can be done with Flash and is most likely  
faster then the manipulation of complex geometry, if you optimize  
using filters.
Old skool water can be emulated using a convolution filter and some  
blendmodes. Using the tools available in pv3d you can then convert  
that to a normal map to be used by the bumpmap attribute in the  
environment shader.

I'll post one of my old demos in a bit.

Regards,
Ralph.



On 18 mrt 2008, at 21:52, Exey wrote:

>
> I make Water http://exey.ru/blog/home/fluid-simulation-pv3d-and-away3d
> Math not mine, i get it from http://yamasv.blog92.fc2.com/blog-entry-85.html
> I read  Rick Parent "Computer Animation", he describe to ways animate
> liquid:
> 1. Geometry deformation
> 2. Normal vectors perturbation
>
> For Geometry need many CPU resources(because many faces).
> It's possible to make fluid animation on PV3D with "normal vectors
> perturbation"?
> --
> View this message in context: http://www.nabble.com/Fluid-Simulation-3D---Water-tp16130437p16130437.html
> Sent from the Papervision3D mailing list archive at Nabble.com.
>
>
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