I have a fork of this that inverts the light model from additive to subtractive and suddenly its like ink in water https://observablehq.com/@tomlarkworthy/ink
This was the first thing I did when I wrote a fluid sim as well - I’ve spent a ton of time and energy pursuing ways to get subtractive color effects (the richness and light-subjectivity of pigment) in digital artifacts and have mostly come up empty, but I take every chance I can get.
WebGL Fluid Simulation
41–50 of 61 posts
Re: WebGL Fluid Simulation
#42Re: WebGL Fluid Simulation
#43Is it a scale issue? When I look at the sea it doesn't look much like this either, so I don't think so?
Is there a combination of parameters I could set in the simulation such that it looks like what I see when I pour myself a glass of water, or watch waves at the beach?
Or is it because all the real world examples I'm referencing are 3D, and this is 2d?
Re: WebGL Fluid Simulation
#44Re: WebGL Fluid Simulation
#45I have a fork of this that inverts the light model from additive to subtractive and suddenly its like ink in water https://observablehq.com/@tomlarkworthy/ink
How difficult would it be to prevent the ink from disappearing? Any tips would be appreciated, I'd love to integrate this into a drawing app.
Re: WebGL Fluid Simulation
#46Earlier quoted context omitted.
This was the first thing I did when I wrote a fluid sim as well - I’ve spent a ton of time and energy pursuing ways to get subtractive color effects (the richness and light-subjectivity of pigment) in digital artifacts and have mostly come up empty, but I take every chance I can get.
Have you checked out mixbox[0]? The outputs do feel intuitively "right" as someone who has dabbled in watercolor, and the paper/videos cover the thinking and Kubelka-Munk theory well. [0] https://github.com/scrtwpns/mixbox
Re: WebGL Fluid Simulation
#47Can someone explain what kind of fluid this is simulating? Obviously it implements the general Navier-Stokes fluid equations, but if I twirl some ink in a cup of water it looks nothing like this so I'm confused by the naming. Is it a scale issue? When I look at the sea it doesn't look much like this either, so I don't think so? Is there a combination of parameters I could set in the simulation such that it looks like…
The fluid has a set lifetime instead of actually mixing, which makes it look different- normally the edges would dissipate faster than the areas that are all ink but instead it just all fades at the same rate.
The simulation is kind of 3d- since it's incompressible, pressure at any point is proportional to the height of the fluid. Advection still happens on a single plane, but if the pressure-related height is relatively large compared to the average depth of the fluid it's not a bad approximation. The viscous losses are also kind of arbitrary, but it's not far from water.
Re: WebGL Fluid Simulation
#48Earlier quoted context omitted.
This was the first thing I did when I wrote a fluid sim as well - I’ve spent a ton of time and energy pursuing ways to get subtractive color effects (the richness and light-subjectivity of pigment) in digital artifacts and have mostly come up empty, but I take every chance I can get.
Have you checked out mixbox[0]? The outputs do feel intuitively "right" as someone who has dabbled in watercolor, and the paper/videos cover the thinking and Kubelka-Munk theory well. [0] https://github.com/scrtwpns/mixbox
Thanks for the link!
Re: WebGL Fluid Simulation
#49Re: WebGL Fluid Simulation
#50I think this actually produces HDR on my iPhone 15 Pro, which really makes it pop because not a lot of things do Very cool!
It looks really nice and is very smooth.. But a subscription for a fluid dynamic app, really?