![]() Unfortunately, as I explored the solutions offered to me in Jamie Wong’s post, I realized that creating a divergent free field is easier said than done. ![]() ![]() A field that has no divergence has the same amount of fluid entering and leaving any given area which leads to a beautiful warping effect with no pinching or stretching. If more fluid leaves than enters, it has a negative divergence, which leads to nasty stretching. If more fluid enters than leaves, it has positive divergence, which will eventually lead to pinching. Divergence, in this context, is the measure of how much fluid enters or leaves a given area in a single time step. The key is having a non-divergent vector field to advect your texture with. This approach ended up being completely impractical, however it wasn’t a total failure because I came away with the knowledge to achieve what I needed to in a much simpler way.īefore i get into that, i want to spend a moment to talk about what makes a good fluid simulation. Each calculation of the equation is just one time step, and you’ll need several hundred steps to get a result that’s acceptable. At first, I tried recreating the Navier-Stokes equation directly inside Substance Designer and succeeded (sort of), but the node was just too cumbersome since there’s many calculations that need to be done on several components of the simulation’s equation in order for it to look correct.
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