Realtime GPU smoke simulation

I can’t help but think that there should be some rolling effects where the fluid is moving across the ground, due to friction/sticking at the leading edge and roll-over from the unconstrained expanding fluid above, and some sticking of the base of the liquid to the ground (it seems to detach cleanly).

Just curious if that’s possible with your current code, or I’m detached from reality :smiley:

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