At last! I finally managed to carve out the time to get this out – Water simulations in nuke!
The tool treats the image as a 2D height field, with each pixel as a column of water and a given terrain. The water flows into adjacent pixels based on the height difference and a given user controlled slider. Due to the nature of this method, water can’t travel faster than a pixel per frame, so for large scale images re-timing will be necessary for faster effects.
Flow – Water Simulation in Nuke from Matthew “Rick” Shaw on Vimeo.
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A quick little tool I threw together one evening as I was fascinated by how it worked! The original method for this was written up as a shader by Inigo Quillez, who if you’re not aware of, you should definitely check out! The basic concept is simple, avoid repetition in tiling textures by scattering the image using a voronoi pattern, and blending it together based on the voronoi cells. I made some modifications to allow control of contrast and scale, and it works beautifully. See for yourself:
Continue reading “Texture Tiling with Voronoi”