Ls_Fluid (Compatible with IFFS 2017.0.0 and up)

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Fluid - a 2D fluid simulation. Make sure bit depth is 16-bit fp!

The vector input can be fed motion vectors to affect the fluid, and the obstacle input can be fed with a matte for areas which the fluid should move around.

The matte output works well as the Displacement input to BumpDisplace, or as a displacement map in Action. The RGB output can be the front input image mapped onto the surface of the fluid, or various vector or UV outputs.

The simulation is based on Jos Stam’s ‘Stable Fluids’, 1999. The process also owes a debt to Theodor Groeneboom’s Sprut gizmo for Nuke.

Remember to disable Adaptive Degradation on this node if viewing downstream!


lewis _at_

Version notes

UI tweaks

Older versions that shader

12th of September 2022


UI tweaks

23th of April 2016

  • demo links

23th of April 2016

  • Warn about 2017

23th of April 2016

  • accum stuff for 2017 beta
  • Ls_Stickon 2-pass nice stuff
  • bit more fluids, still bruk
  • made fluid mega-simple for debugging
  • added premult option, and refuse to comp if output is UV map
  • going back to fluids wip now single frame input bug is identified
  • fluidy fruidy frings
  • workable fluids, a lil
  • flock beginings
  • stickon bit-depth and socket colours
  • more flocky
  • airglow flow blow
  • terrible. super slow, corruption, crashes GPU, abandoning
  • no
  • progress being made
  • flock speed, comments, icon
  • p-map output, obstacle input
  • jets, sinks, noise
  • spaces
  • ewa
  • supersampled UV-mapping, stuff
  • p much there
  • axis icons
  • channel names
  • stupid dashes. also float32 errwhere
  • bit depth warnings
  • comm
  • seed
  • flmstrip… this border maths is the worst
  • something funny when rows <> cols
  • good enough
  • icon, limits
  • Merge branch ‘2017yo’

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