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Water Ripples in 3D

 

This is the result of a couple of weeks of experimenting with procedural mesh deformation.
It uses a version of Euler's method for spring oscillation calculation.

Admittedly, the results are not 100% as I'd like them - the water acts more like a sheet of fabric in many cases, and doesn't take into acount the volume/dimensions of its container - but it has been a stepping stone in to the world of procedural mesh manipulation.


It has a few different functionality modes - Jellify and Viscous mode are both quite fun, and work together quite well.

Also note: F1 can be used to toggle wireframe mode (but this may not work on some graphics cards).

Try it here if the player is laggy.

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