that's great, I would love to use the resulting vector field to drive a gpu particle system :) Or also inject some real pictures inside the simulation... so much possibilities, thank you for sharing that
Hey Vlad. The inputs into the vec2 are technically one plane each (input1 = x, input2 = y). Even though the inputs are vec2's both planes in each input have the same value so swizzing would not make any difference. The only reason they are vec2's is that they need to be in order to do matrix/vector operations with the rest of the patch. Hope that makes sense!
first of all this looks amazing! i've followed your tutorial closely yesterday and i got the patch working, pretty much as intended. however, my fluid looks a lot less smooth than yours and the mouse seems to leave a residue where it is clicked. is there any way i can troubleshoot this? do you have an idea what could be the reason? i'm working on max 8.6 using an m1 mac
Hey Lukas, I've heard people get issues using m1 however I haven't tried it on a mac personally. Check that the matrix dimensions are squared (i.e 400x400, 512x512) otherwise the algorithm tends to bug out
Such an awesome tutorial!!
Also appreciate that you included the source articles.
Thank you so much!
Thanks AMS! Learnt alot from watching your tutorials(:
@@maxjitterbug2666 ❤
One of the best jitter videos i have seen.
Would love to see more vector based physics simulation tutorials from you!
Cheers
this is amazing, thanks for sharing.
that's great, I would love to use the resulting vector field to drive a gpu particle system :) Or also inject some real pictures inside the simulation... so much possibilities, thank you for sharing that
Late to the party here, but the vectorField patch to create the object I downloaded isn't recognizing the mouseForce argument... any ideas?
Thanks for this!
Thanks for this tutorial! One small question though: @24:20 don't you need to swiz x and y before putting them together into vec2?
Hey Vlad. The inputs into the vec2 are technically one plane each (input1 = x, input2 = y). Even though the inputs are vec2's both planes in each input have the same value so swizzing would not make any difference. The only reason they are vec2's is that they need to be in order to do matrix/vector operations with the rest of the patch. Hope that makes sense!
Hi! I have a question.
In my codebox the output node dissapears when i set the codes. I don't know why. Is there some sort of solution about it?
Great video. Good explanation. Thanks a lot ... unfortunately, now i have ideas to do things ... wasting time ... ;)
Wow
first of all this looks amazing! i've followed your tutorial closely yesterday and i got the patch working, pretty much as intended. however, my fluid looks a lot less smooth than yours and the mouse seems to leave a residue where it is clicked. is there any way i can troubleshoot this? do you have an idea what could be the reason? i'm working on max 8.6 using an m1 mac
Hey Lukas, I've heard people get issues using m1 however I haven't tried it on a mac personally. Check that the matrix dimensions are squared (i.e 400x400, 512x512) otherwise the algorithm tends to bug out
@@maxjitterbug2666 thanks! i‘ll check on that 😊
Great tutorial man, thanks a lot ! Has anyone managed to get this working on macOS ?
I'm also attempting now -- something about the vector_field.jxs file seems to be incompatible with macOS but I am not sure why.
@@jasontbuchanan Did you ever reslove this on MacOS?
I'm recreating this patch but in the codebox it has a function call mising.
Hey @agustinecheverria3699. The code in codebox is not encapsulated in a function therefore it does not need to be called.
Bonjour, beaucoup d’erreurs, dommage.