The 9th WIP post wasn't final, but this one is.
I'm making the last adjustments to CA9, and preparing it for release. And one of these final touches is fluids. To be honest, I totally forgot how to use them and what I need to take into consideration when preparing to add them. And CA9 is a good opportunity to remember how they work. You don't want awfully looking liquids in A15 and MA1, do you?
Thanks to @ruaidri, we now have decent-looking liquids in EEVEE. He discovered how to replicate the Thickness value of mesh from Cycles. This discovery makes the liquid more opaque in areas where there is a lot of it, and transparent in areas where there is a thin layer of it (hope I didn't mess up with explaining :) ). Effectively making it a lot more realistic.
I've tried to make liquid material with this effect before, but the poster where I used it was made using the Cycles render engine. What made it impossible to do before? The problem lies in how the Thickness of the mesh is computed. Cycles is a path-tracing (ray-tracing) engine, and it's easy to compute the thickness of mesh using rays. Meanwhile, EEVEE is a different kind. I don't know exactly how it works, but keep in mind that it is like a GAME engine and doesn't utilize path-tracing (EEVEE Next does use it, but it is awfully limited and broken). So, in EEVEE there is no real way to compute the Thickness of mesh.
Ruaidri replicated how Thickness is computed in Cycles using geometry nodes and made it possible to use in EEVEE.
I've made this post to shake the future silence a bit, as there is no stuff to post until I release it. I can try to predict when I'll release it, but you know that my prediction of the release date is unreliable. Most certainly, I won't post anything for a week or a bit more.
ano_delta
2025-02-01 02:02:33 +0000 UTC