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Texturing Low Viscosity Fluids

I’ve been researching different ways of blending surface textures and getting them to stick to low viscosity fluid simulation. Unlike lava or melting wax, chaotic fluid simulations can be an enormous headache to texture. There is no perfect answer to maintain a smooth and consistent surface texture through an event like a big splash. However, I’ve found that using triplanar noise mapping offers a good balance of natural results and quick implementation.

These are some experiments using Redshift’s triplanar functionality to procedurally map noise to the surface of a fluid simulation.

With triplanar mapping, the initial style of the surface texture remains relatively consistent throughout the entire simulation. Only a single rest position was used in this instance.

With triplanar mapping, the initial style of the surface texture remains relatively consistent throughout the entire simulation. Only a single rest position was used in this instance.

All texture and displacement maps are created procedurally using Redshift’s built-in noise.

All texture and displacement maps are created procedurally using Redshift’s built-in noise.

Displacement tessellation allows surface detail to hold up under intense scrutiny.

Displacement tessellation allows surface detail to hold up under intense scrutiny.

Notes

  • A render engine that supports triplanar noise mapping is required for this technique.

  • Multiple rest positions are not needed. However, for best results, it’s good to blend to a new rest position during major mesh deformations.

  • Mesh density can contribute a lot to flicker amount if you are using displacement so adjust accordingly. I’ve had best results resmeshing the surface with adaptive mesh settings disabled.

James Tupper