hello,
I’m trying to recreate this fluid simulation in POPs.
I’ve encountered a few bugs which are all in this test file
calcdensity.toe (9.8 KB)
1. Constant Rounding Error?
when using a constant value to have an input to the radius a value is only returned when uSmoothingRadius
is >= the “radius” of the box
When i investigate the intermediate values it would appear that they shouldn’t go to 0 yet and if i write uSmoothingRadius
out it is in fact either 0 or 1.
2. Math Mix after glsl broken
I can get around that by leaving radius as an actual value in the glsl code but my influence value seems to have unexpected effects. I would expect a simple scalar multiplication on N to scale but the value it outputs turns to garbage.
I fear somehow that I am clobbering the indices and my actual data vs. what my POPto shows me are garbage… ?
3. attempts at GLSL advanced
these glsl advanced objects are more of the same manipulation but with more or less the exact same output.
Curious to see what I may be doing wrong here or if fundamentally I can’t accomlish this which I would be surprised by based off some of the other glsl examples I have been working from