Molten Bismuth Shader
shadertoy.com
shadertoy.com
The most insanely fast fluid sim I've seen there is the one by nimitz: Chimera's Breath https://www.shadertoy.com/view/4tGfDW
And the most insanely weird ones are hands down those by wyatt. They're often conceptual intersections between fluid, particle and wave. It's gotten so weird I have a hard time using words to describe them at this point. For example:
Communication and Grouping - https://www.shadertoy.com/view/wtSSDm
Branching Paths - https://www.shadertoy.com/view/ts33DS
Fluid Mosaic - https://www.shadertoy.com/view/MlVfDR
It is even more amazing on mobile with multi-touch, I think you can find it in the app store.
That makes me curious: where would I go for more? /r/shadertoy is invite-only, and I'm not sure it's what I want?
EDIT: there's a Twitter feed: https://twitter.com/shadertoy
I've got Prince of Darkness, The Void, Mandy, and the soon to come Color out of Space on my watch list. I'm pretty sure I've seen most of the rest high quality stuff. Annihilation, etc...
The implementation very different from other fluid simulations I've seen, copying the comments from the source:
// single pass CFD - with some self consistency fixes
// ...the actual fluid simulation
// this is some "computational flockarooid dynamics" ;)
// the self-advection is done purely rotational on all scales.
// therefore i dont need any divergence-free velocity field.
// with stochastic sampling i get the proper "mean values" of rotations
// over time for higher order scales.
//
// try changing "RotNum" for different accuracies of rotation calculation
// for even RotNum uncomment the line #define SUPPORT_EVEN_ROTNUMSo if your hardware can't the view shader in the main link, here it is:
Molten Bismuth Shader
YouTube: https://www.youtube.com/watch?v=9OE6IrV-kMk MP4 download: https://zone000.previews.rendertoy.com/video/mp4/805fc41be0b...
Your renders seem pretty smooth but not perfect by my eye (which may be the capture, the shaders or my playback hardware). Are you doing it in real time with a beefy GPU, or using some kind of secret sauce to do general purpose batch rendering?
https://www.youtube.com/watch?v=8ErtbHTvRgo
RenderToy captures any website to video - let me know if you'd like to try it out - I need beta testers.
>> Your renders seem pretty smooth but not perfect by my eye
Are you looking at the YouTube or the MP4 - the MP4 videos will be of higher quality than the YouTube. YouTube videos have many factors out of my control that might degrade the quality. RenderToy also outputs (very large) lossless videos you can play with the downcompression yourself to optimise.
There's lots of factors when capturing/rendering video that can influence the quality and lots of animation simply isn't very suitable to compression. Optimal YouTube video comes from uploading the lossless video capture so double compression is avoided but those files are around 500MB to 1GB depending on factors.
>>Are you doing it in real time
Yes RenderToy is pretty close to real time - it has a real time preview mode and a slightly slower high resolution capture mode.
https://www.youtube.com/watch?v=Y041xO6Xdb8
I had a stern word to the hamsters at the back end who turn the wheels that do the rendering and I told them to run faster.
Wow so smooth and beautiful fullscreen, this effect should be everyone's new homepage wallpaper.
These linear ruptures when dragging are border conditions of differential equations?
There was a similar more colorful demo some months ago, someone has the link?
My favorite book on the topic is https://thebookofshaders.com/ (free) and I'd highly recommend you mess around with it
Blender and Unity also have a graphical language to do shaders which are really fun to mess around with.
https://www.amazon.com/OpenGL-Shading-Language-Cookbook-high...
https://www.amazon.de/Graphics-Shaders-Practice-Michael-Bail...
https://www.amazon.de/Real-Time-Rendering-Fourth-Tomas-Akeni...
https://www.amazon.de/Physically-Based-Rendering-Theory-Impl...
Or grab some online content instead,
https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01....
https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_insid...
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_pref0...
https://developer.download.nvidia.com/CgTutorial/cg_tutorial...
Naturally most of the stuff I linked to, doesn't use necessarily GLSL ES, however it is relatively easy to translate the concepts and ideas into it, given how most shading languages happen to be either a C or C++ based dialect.
Edit: Im WRONG! You CAN record!
Here you go
I don't know if this is even remotely the answer you were looking for. But if you're interested in computer graphics give it a shot! It's super fun and a good way to learn all kinds of new stuff.
EDIT: Just to not leave you without any references at all, here's a link to openframeworks, which I used to implement my first exercises in CG:
I'm getting compilation failures on load:
vec4 c=texelFetch(iChannel0,ivec2(0),0);
'texelFetch' : no matching overloaded function found
'=' : dimension mismatchI get around 2 fps on that shader. Less on others. I have a GTX 1660. Definitely not top of the line but it's in the latest generation of video cards.
I get 18fps windowed.
It is beautiful btw.
edit: https://www.shadertoy.com/view/Ms2SD1 12 fps on this one, same resolution
Does that include logging an IP address?