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This was the first thing I did when I wrote a fluid sim as well - I’ve spent a ton of time and energy pursuing ways to get subtractive color effects (the richne
by doctorhandshake 2y ago
This was the first thing I did when I wrote a fluid sim as well - I’ve spent a ton of time and energy pursuing ways to get subtractive color effects (the richness and light-subjectivity of pigment) in digital artifacts and have mostly come up empty, but I take every chance I can get.
- snaily 2y agoHave you checked out mixbox[0]? The outputs do feel intuitively "right" as someone who has dabbled in watercolor, and the paper/videos cover the thinking and Kubelka-Munk theory well. [0] https://github.com/scrtwpns/mixbox https://github.com/scrtwpns/mixbox
- tlarkworthy 2y agooh wow, they have the fluid demo too!!! Thats so much better! https://scrtwpns.com/mixbox/fluids/ https://scrtwpns.com/mixbox/fluids/
- doctorhandshake 2y agoWild! Just saw that at the top of the front page and thought ‘dang is HN reading my mind today??’ Thanks for the link!
- bj-rn 2y agoSpectral.js might also be interesting. It comes with a GLSL implementation of Kubelka-Munk and is MIT. https://github.com/rvanwijnen/spectral.js https://github.com/rvanwijnen/spectral.js