I never really got to optimize them or finish the experiments, but in
light of your question, it felt like the right time to post...
http://www.unitzeroone.com/blog/2008/03/19/papervision3d-water-simulation-waterballs/Ralph.
On 19 mrt 2008, at 00:27, Ralph Hauwert wrote:
> 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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