Can you explain the connection between a surface and a particle simulation? I saw examples on Twitter where GM users are happy that they have the high precision surfaces to create particle simulations but I don't see the connection.
There are many different ways that particles can be simulated, but I can share a couple of examples from ShaderToy:
Fluid simulations make use of velocity fields for determining motion. Floating point textures allow for more precise velocity interactions and wider ranges (not stuck to 0-1).
They can also be used to store the positions of individual particles, making particle physics possible! If you sort your particles, you can simulate millions of particles cheaply!
Thank you so much!
Can you explain the connection between a surface and a particle simulation? I saw examples on Twitter where GM users are happy that they have the high precision surfaces to create particle simulations but I don't see the connection.
Hello,
There are many different ways that particles can be simulated, but I can share a couple of examples from ShaderToy:
Fluid simulations make use of velocity fields for determining motion. Floating point textures allow for more precise velocity interactions and wider ranges (not stuck to 0-1).
Here's a shader demo called "Paint streams"
https://www.shadertoy.com/view/WtfyDj
They can also be used to store the positions of individual particles, making particle physics possible! If you sort your particles, you can simulate millions of particles cheaply!
Here's "Molecular Dynamics":
https://www.shadertoy.com/view/4dG3RW