M1RAG3
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NetWarriorDan said:We don't need real water. We just need to simulate it. Programmers usually find ways to do certain effects faster. I use a CG program called cinema 4d. It can do this liquid effect (called metaballs) by surrounding a point with a sphere of polygons. And they stick to other polygons of the same type to produce a liquid type effect. You really need to look at the link to make sense of it. http://www.vrac.iastate.edu/~jeffdr/ogl/metaballs.jpg . You would control the water by moving the points. Many points would make a body of water. A few would look like drops of water. If were applied to a game I sure it would need to be specialized to do something specific. i.e. ocean water, river, or rain. Other optimization should and could be made for each situation. I'm not saying it can be done for sure in game but I hope it will be soon.
That is just the tip of fluid dynamics, metaballs is more of a mesh stretched across objects, like a sheet of rubber, water effects (not simulations) are possible, but due to the limited power of the metaballs it comes out looking faked. Although if you would like to see what is true fluid dynamics then check out Next Limit. The program called Real Flow, which I have used extensively is amazing, and amazingly cpu intensive. For a wine pouring simulation it took a good hoour to calculate about 1 min worth of footage, which I then had to import into Cinema 4d (which is king, better then Maya and 3ds Max and Softimage) and then apply shaders/materials, and then render the final movie. All in all it took about 2.5-3 hours for the whole process, for just wine pouring out of a bottle into a glass!
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Brian Damage said:I reckon you could do a large volume by dynamically making the "balls" all different sizes. Large ones in the center, small ones on the edges. Less computation.
No, that would not work out well, you would need quite some code to maintain the location of the different sized balls, and that effect would look more like cooling jello then water, to pull off water you need to use hundreds upon thousands of "points", which is how Real Flow works. Which then wraps a heavily subdivided mesh around the particles, and compensates for stray particles, and even then you can tell that it is not quite real...
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EVIL said:tss.. its just water, cmon.. its rippled, its translucent, and it splashes when you shoot at it.. nothing more to it
Also needs to incorporate the Fresnel effect... don't forget that. (Yay for Source!!!)