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Computing fluid (FLIP) simulations at this scale is ridiculously slow, so I had to find a better way.

Basically, it starts as a simple, non-simulated water surface, which is then used to drive a 2D water solver (instead of an expensive 3D one) to create waves that can interact with the beach.

I then used a whitewater solver to simulate the foam particles on a simple plane using the water velocities to generate and move them, before projecting them back on the water surface.

All in all, besides having to store literally tens of gigabytes of data, the whole thing is very fast to compute.

It looks fairly convincing from a distance and I know what to tweak to improve/change to make it better, but that's enough for now.

Sebastian is on hold for now while I finish the scene for Short #8, which will be updated to fit the scenery - which will mostly consist of turning that pole into a palm tree 😁.

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Anonymous

That's some nice👌water 💦