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YES, APPARENTLY.

Working on my personal goal of making it look not-too-stupid. xD


Particles + some blend mode magic = fluid physics (kind of). This helps a lot with the problem of having a moving animation drop fluids. I think hand-drawn liquid will always look better, but using particles allows us to do some fun stuff that you can't do with hand-drawn. 


The current idea is to make the particles splatter, which will make the area progressively messier, kind of like blood splatter in action games. 


I know I said I'd have a build ready soon, and I'm working on that! It's all sandboxy stuff right now since I'm just plugging in new features and seeing what breaks. Maybe I'll just put up the sandbox builds as I make them? It's pretty much "push x button to play x animation" at this point, which isn't very interesting to me, but if you guys are interested, I can post them. :3

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Comments

Anonymous

Sandbox is cool, but you do what you want. We'll just sit here with our hands on our respective crotches.

Anonymous

Quick suggestion that I think would greatly benefit the "cum particle rendering engine" as I like to call it: Have the particle blend effect attract one another based on the square of the distance between them. Some fiddling with the values should result in a more sticky-looking particle. Same can be applied to speed so that they form streaks.

Anonymous

I think you should post the 'sandbox' builds as you make with them. It would be pretty fun to at least get something new and different!

dailevy

Okay I looked into this and found some interesting stuff. It seemed like doing magic with shaders would be more performant than any actual physics calculations, and I've made some good progress on that front. The particles are blurred, then a threshold filter is applied so that anything below a certain alpha value gets culled. Then the alpha is multiplied again, so instead of seeing a blur, it's all one uniform alpha value. So particles that are near each other meld together. It definitely looks a lot more sticky and globular this way, though forming good streaks would probably take some physics work like you described. This comment kicked me off in a great direction, so thank you! <3

dailevy

You're definitely right. I get self-conscious about posting broken-ass builds, but it'd be better to have something like a weekly release schedule for unstable versions, so everyone can play around with new stuff as I'm able to add it. It was what I planned to do originally but then I kept thinking "I can't post this buggy crap" >.<