Updated my CellFluids addon.
-Enhanced visuals, updated textures;
-Updated simulation algorithm;
-Simulating small splashes;
-Dynamic grounds.
-More controls and more
Get here:
Finally achieved some fluid simulations in Geometry nodes. Still far from perfect tho. WIP.
The simulation is "2.5D", entirely done in Geometry nodes, Blender 3.6
#geometrynodes
#b3d
#blender
#WIP
I made a small node setup that is similar to 9-slice sprites but for 3D meshes. It prevents the 'corners' of the object from distorting when scaled.
Also, you can assign vertex groups to prevent some parts of the object from scaling.
Get here for free:
Custom water shader with waterline and underwater effects in Unity, URP. Running natively on Quest 3 at 72fps.
No post-processing. The waterline and underwater fogs are just two quads in front of the camera with special shaders.
#unity
#madewithunity
#quest
#vr
#MetaQuest3
My mobile Rain Simulator app.
Initially started as an anti-stress app.
But currently I am not sure what to do with this project.
FPS drops are mainly due to the screen recorder.
Still there is room for optimization.
#madewithunity
#unity
#rain
#antistress
#mobile
Experimenting with RayPortal node in Blender 4.2.
Infinite details, but it is all one plane.
Usefull for making fake interiors for buildings.
#blender
#shader
#b3d
Experimenting with reimplementing my CellFluids addon in Unity. Same algorithm but in GPU.
(I dont know what to do with it yet. Making an asset out of it would require too much work)
#madewithunity
#unity3d
Experimenting with Shell textures for fur rendering combined with physics using Geometry nodes + Shader nodes, Blender 3.6.
Link to the project is in the comments.
#blender
#geometrynodes
#shader
#physics
#fur
Just found my old game in my PC.
Fully written in C++ and OpenGL 1.1, no game engines.
Fully procedural animations, bot's AI, procedural maze generation.
And the game weighs 2 mb. Good old times :)
#CPP
#opengl
@FredrickAven
Sorry, currently no plans. It was just an experiment for a CGI project. The node setup is a mess and not flexible. Maybe I will release in the future when Simulation Nodes becomes stable.
Thanks!
@joshalanb
Thank you! I am not sure, maybe because my scene is very simple, there is only one light with very low resolution shadow and I turned off all post-processing effects.
@D1a1v1e11
Thanks! Currently it has some problems. You can't bake the simulation and it doesn't show up in the final render animation. Only works with viewport render animation