This is a series on fluid simulation for video games. This article explains how to integrate a fluid simulation into a typical particle system and introduces motion resulting from arbitrary external affectors (such as wind and forces).
particle effects
Dynamics and Particle Effects, Part 4
From their very inception, 3D programs have been used to imitate natural phenomena, creating realistic, stylized, or artistic effects. In this article-the last in this series on dynamics-I talk about the Ocean Shader, which is listed under fluid effects.
Dynamics and Particle Effects, Part 3
From their very inception, 3D programs have been used to imitate natural phenomena, creating realistic, stylized, or artistic effects. In this article, I touch upon this trend & provide hands-on demonstrations of the technical and artistic methods used.
Dynamics and Particle Effects, Part 1
From their very inception, 3D programs have been used to imitate natural phenomena, creating realistic, stylized, or artistic effects. In this article, I touch upon this trend & provide hands-on demonstrations of the technical and artistic methods used.
Dynamics and Particle Effects, Part 2
From their inception, 3D programs have been used to imitate natural phenomena, creating realistic, stylized, or artistic effects. In this article, I use the Dynamics module to create rain, and then you create smoke as an introduction to using nDynamics.
