MSAFluid on Max
Oh you’re so great to share this,
many thanks guy!
Thanks for the feed back .. So since it seems that there is a bit of interest on the subject there ..Here is a patch rendering particles linked to a fluid solver . It uses the same MSAFluid library for processing (http://www.memo.tv/msafluid_for_processing) , and codes are fully inspired from source codes found on this web site .
Here the link of those experimentation on fluid dynamics and physics ( actually working on an installation project , so I’ll try to keep posting on those experiments ..) : http://t-linked.com/ (you can download from there ..the same as the attached patch) .
thats funny, I was actually playing with porting the same thing. Ive been trying to port some java fluid sims for a while, but when I learned glsl I realized that gpu is the way to go! Im going to look into this, but if anyone is down to collaborate on converting the cg shader I found, or make something from scratch, I think it could be really awesome and useful for the whole community. Ive been reading tons of info on how fluid sims work, but theres still some key elements that are over my head. just google around, you will find some stuff pretty quick, and theres things that are "fluid sim for dummy-ish" though sometimes it winds up being "rocket science for dummy-ish"
heres one that seems like it could be adapted easily as well.
theres a free online article about it, and there is some code, also I posted some shaders in a recent post on fluid fx, do a forum search, should be easy to find.
If your down Im down, I have been trying hard to learn this stuff for a while, its just that I dont know calculus so its over my head, but Im good with intuitive math… I actually can make things happen without really knowing whats going on, but I figure it out while I make it happen. Im just still figuring out the basics of fluid dynamics really..
I just made a simple one in glsl, right now its in quartz composer which I use to write all my glsl since it is soooooo much quicker and nicer to use for that (no having to type a uniform 4 fucking times to have it usable). Ill probably port it or just post it, but its not 100% yet.
heres some more shaders i found
Nice share Axiom.
I need to agree with you in the sense that writing shaders is much more straight forward in QC than in Jitter. Somehow I am having a bad time converting some shaders to Jitter. The nice side of it is how flexible Jitter is to manipulate the result in real time. Is one thing for the other.
Thanks for sharing
converting shaders to jitter just involves making that irritating jxs format wrapper (I know Im sure its a necessary evil but I can still hate it). And so far all the things ive made in qc convert just fine, just takes a minute to make the jxs file. I notice sometimes that QC doesn’t get all the uniforms but usually it does.
Im getting some cool results in QC. I just love doing shader dev in there because all changes are instant right as I type them, and new uniforms pop up instantly as well, then when things are perfect I take em over to max if its worthwile. Now I can just make applets with QC and kinemes app maker, which is nice. Its kindof like a free mac version of jitter, which is a terrible comparison I know, but the ease of use and easy integration with itunes/screensaver/etc is nice.
I really want to get into Openframeworks, so I can make iphone apps, I just wish their limited opengl system worked with shaders but sadly nope…
sorry to get so off topic. I am still geeking on getting fluid dynamics forms out of shaders, check my vimeo http://www.vimeo.com/axiomcrux
after playing with the msafluid.jar and getting a maximum grid of 64×64 nodes, I would be greetly interested if you could share a fluid shader.
or at least a base to build on it.
I know this is a pretty old thread, but just curious if anyone ever made to the shader finish line on this? I would love to get this into gl-land (and out of java) if possible.
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