I'm titling this Fluid 101, not because it's instructional, but because it feels like I've made 100+ different variations on this.
This is the latest variation that I've been working on. It's an app that does a fluid sim that creates it's own lighting. It enables one to do freehand drawing, and then tweak it into fluid simulation. The simulation generates vectors that are then used as a normal map, following a couple different schemes (the super wet look, vs. the cloudy look). Here, I'm just randomly dropping blobs of different colored pixels, and letting them do their thing. At some points, I'm manipulating speed and force, as well as normal generation settings.
The fluid simulation creates textures that are rendered using a GLSL shader that takes the texture and normals, and creates a lit scene. I'm using the GLSL shader code from cwright's normalmap demo I.qtz to render the normal maps and texture from the fluid simulation. It also uses Stoney Ballard's color to force cl patch to feed the force input on the liquid sim, though it is a a different liquid sim than Stoney's.
The background song is XTC's River of Orchids. I was listening to the water drops as they came on my ipod shuffle, while messing around with this, and it felt fitting.
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