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  • 4 месяца назадОпубликованоsharpened | Luke Stilson

Fluid Simulations As Vertex Animation Textures For Game Engine Use | OpenVAT - Blender 4.5

This video documents two experimental techniques for encoding fluid simulation into Vertex Animation Textures using OpenVAT. Method 1 00:48 – Triangle Soup Explained 07:50 – Triangle Soup Setup + Unity Look 11:26 – Triangle Soup Geometry Nodes Overview 15:22 – Triangle Soup Result & Analysis Method 2 16:11 – Sparse SDF VAT (Splat) Explained 20:30 – Blender SDF via Geometry Nodes 25:42 – Sparse SDF VAT Result 27:28 – Final Thoughts & Considerations Heads up — If you saw a mid-video ad, I didn’t put it there. YouTube did. I’m not monetized yet, but they still run ads and keep all the money. If you want to help me actually earn from these uploads — consider subscribing. It pushes me toward the Partner Program where I can finally turn that stuff off or control it properly. Appreciate you watching — especially on a technical deep-dive like this These techniques enable game engines to read baked fluid simulations entirely using GPU - making them viable in mobile, AR, VR and in any engine with a vertex shader system. (These are uniquly effective approaches, not currently being used by any other publicly-available software (to the best of my knowledge) While it’s typically impossible to encode meshes with changing vertex count or face connections, these are methods that have proven successful, and especially clean with the set normal node in Blender 4.5. Download OpenVAT through Blender Extensions or through , then grab the experimental fluid sim template here: Improved engine shaders and finalization for corrected smoothness coming soon -- tools and nodes in this file are not 'Finalized' and therefore may cause unexpected errors in the file. Some nodegroups are specific for use in Blender 4.5 Intended for technical artists, pipeline developers, and studios exploring alternative simulation workflows. Learn more: Support the project by becoming a GitHub Sponsor: