Flowmap Generator is a tool for creating flowmaps for use in shaders using a fluid simulation. Flowmaps can be difficult to create, especially on a large scale. Several tools exist for hand painting the velocity vectors, but this can be time consuming and if the geometry changes it is necessary to repaint the flowmap. Flowmap Generator lets you set up a simulation that can be easily edited and resimulated when needed.
Right now it exists as a plugin for Unity but I do have plans for making a stand alone version, which would also include all features that normally require Unity Pro.
[ame="
http://www.youtube.com/watch?v=gEV7TxZQIsY"]Flowmap Generator Features - YouTube[/ame]
Features:
-Control the simulation using fields placed in your scene, such as directional, vortex, and calm.
-Calculate foam accumulation based on the velocity of the fluid in the simulation.
-Dynamically updating flowmaps let your flowmap react to changes in the scene. Add and remove fluid, change the scene geometry and move fields around.
-Render heightmaps from your scene so your geometry will be used in the fluid simulation (Unity Pro only).
-Import textures as heightmaps, including support for 16bit .raw textures.
-Support for simulation fluid flowing on surface, which can also be used for other types of flowing substances such as snow and sand.
-GPU accelerated (Unity Pro only) and multithreaded simulations.
Several example flowmap shaders are included and many more are available on the Asset Store. I've included a quickstart guide to get you up and running fast as well as a full reference describing all the parameters. Works with Unity 3.5.7 or higher and tested on Unity 4.
Web demoWebsiteDocumentationPurchase on Asset StoreThread on Unity's forums
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Any ideas if in that case, it would be GPU process or CPU? How will/would the performance fare for real time results of the map?
For real time do you mean the dynamic updating? That will only be supported in the Unity plugin version, and really only works when GPU acceleration is enabled (ie. only with Unity Pro). It takes up about 1-2ms per frame on my computer.
If you mean seeing the progress of baking the flowmap, the GPU simulation is much, much, faster than CPU. Simulating a 512x512 flowmap usually takes less than a minute on my computer, with an nvidia 580gtx.
I've mostly been testing the newer features on my Macbook, so let me know if anything looks odd in Windows.
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Here's a short video showing these features in action:
[ame="http://www.youtube.com/watch?v=R8B1e8SqVd0"]Surface Flow Features - YouTube[/ame]
The output that I use for the blood splatter looks like this:
All the animation is done in the shader. The flowing effect was created by adding a directional force field that covered the entire simulation area. The fluid was pushed in that direction, simulating gravity.
Tiling across the simulation bounds is now supported. This can be used to create a generic tiling raindrop mask for example.
Another upcoming feature will be presets, so you can save and share settings easily. I've also started work on improving the stand alone application, adding support for editing multiple objects at once using the inspector.