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my Fluid-O-Matic (J. Stam based gas- and fluid simulation) finally is working. Still lots of work on getting it PEX-i-fied and allow for collision objects, but so far I love playing with smoke and liquids in Fabric
Yes, I know, there's a preset in 2.3.0 for 2d. But I wanted 3d. And I wanted way more control (viscosity, diffusion, directional forces).
I vaguely remember seeing some hint at a simple surface-meshing preset, but that may, of course, have been Eric Mootz' emPolygonizer. If anyone could point me towards something "usable out of the box" in Fabric, I would not need to come up with my own idea. Right now I am merely outputting boxes ("voxels").
If there isn't something out of the box, I'll sit down and write my own surface-mesher. Since I have a 3d matrix with fixed positions, I don't have to deal with arbitrary vertex offsets, so this should be way easier than what the professionals have to do
Another question is about piping the geometry to DCC. Everything mesh-related I can prep nicely in Fabric. I am basing form on density right now (adjustable threshold), but it would make sense to use the velocity field for material information.
Does anyone have a cool idea about how transport material information to modo? I suspect that all other DCCs/hosts can deal with arbitrary point attributes, but I am afraid the current modo plugin does not (or, more likely, modo as such does not). I could create UV attributes and remap textures to a set of, say, various color or smoke-sprite image files. But I am not even sure if that works well enough and before I waste time on this, I thought I better ask.
Marc Albrecht - marc-albrecht.de - does things.
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