![]() Areas that have higher density are more opaque compared to areas with lower density. When rendering a smoke simulation, you are generally visualizing the density grid. Smaller grid cells sizes result in a higher quality simulation, however this increased quality comes with an increase in computational cost. Gas simulations are represented by a grid, in which each cell contains data representing the density, temperature, and velocity of the medium at that location. The Unreal Engine Fluid Simulation system uses grids to simulate gases, and a mixture of particles and grids for liquids. This simulation data can either be represented as grids or particles, depending on the algorithms used. Key Concepts of Fluid Simulation Overviewįluid simulation is the process of algorithmically generating data that represents the motion of fluids, such as gases or liquids. Try new algorithms and quickly test them in the Niagara Editor or maps.īuild new systems and package parameters with User Parameters and Summary View. Modify all aspects of the simulation algorithm by modifying or replacing existing modules. Profile and make changes to improve performance for specific systems.īuild or modify systems and expose user parameters to empower artists on the team.ĭesign complex fluid behaviors by writing HLSL shader code to extend the base emitters. Incorporate new forces, sourcing methods, or custom boundary conditions.Īdd and modify existing modules in fluid and sourcing emitters within a system. Make simple modifications to how fluid is injected into the fluid solver.īuild custom systems starting from predefined templates to achieve the desired look. Tweak a few system parameters to achieve the desired look.Īdd appropriate forces and collision objects so the fluid responds to the world. Quickly place systems in a map for specific game elements or cinematics shots.Įdit, keyframe, or drive various User Parameters exposed by the actor via Blueprints. Here are some applicable use cases for different types of users: The various fluid (gas and liquid) simulators are designed to be useful to everyone, from graphics researchers to effects artists. The system can also be used to bake out complex simulations to flipbook textures for a variety of use cases. The fluid simulation system is designed to generate complex fluid effects for real-time environments that can be used in games and cinematics. Advanced users can take advantage of the wide range of exposed parameters to modify the simulation to their needs. This toolset is designed to be artist-friendly and includes a variety of GPU-based simulators, reusable modules, and robust data structures that are all usable within the Niagara Editor. This page is part of a series of examples using gpu-io, a GPU-accelerated computing library for physics simulations and other mathematical calculations.Unreal Engine 5 includes a set of tools for simulating fluid effects in real time. Also check out Stam's book The Art of Fluid Animation. Stable Fluids - a paper about stable numerical methods for evaluating Navier-Stokes on a discrete grid. Fluid Simulation (with WebGL demo) - this article has some nice, interactive graphics that helped me debug my code. Though not WebGL specific, it was still very useful. Fast Fluid Dynamics Simulation on the GPU - a very well written tutorial about programming the Navier-Stokes equations on a GPU. Real-time ink simulation using a grid-particle method - mixing Eulerian and Lagrangian techniques for fluids. ![]() To learn more about the math involved, check out the following sources: Toggle between showing the underlying pressure and velocity fields using the controls on the right. Instructions: Touch/mouseover to apply a force to the fluid. The fluid visualization includes thousands of Lagrangian particles that follow the velocity field and leave behind semi-transparent trails as they move.Īll computation happens in several GPU fragment shaders for real-time performance. ![]() This simulation solves the Navier-Stokes equations for incompressible fluids.
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