It was fairly simple to implement, everything was in 2D so I used a world-space normalmap to compute which direction was up for each particle, and sampled a tangent-space normalmap to apply variable friction and modulate the staining function.
This never got beyond weekend experiment status, but I did capture this video at some point to prove the concept kind of worked. Next steps would have been moving particles back and forth between 2D simulation and 3D simulation (so you could say poor water on the floor) and handle UV wrapping.
1 comment:
This is a really interesting idea. Are you aware of any more recent developments since this post?
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