volumetric liquids and gases are tuff to render out. i think its best to do
your fluid simulations as shaded polygon meshes or what ever that change
over time.
i attached a qtz file for you thats a particle emitter and a
gradient Gaussian blur attached to the image input of the particle emitter.
then iterate it a few times gives a watery effect. just mess with the
particle settings. double click on the iterator macro to change. maybe
putting an interpolate on the gradients color would do something. play with
it. maybe plasma or something might help you out as well.


if you not dead set against making your own algorithm real flow does some
real good fluid dynamics, you could always render out an animated loop then
put in quartz or what ever.




On Thu, Dec 18, 2008 at 2:14 PM, Dan Winckler <[email protected]> wrote:

> You might be able to build a fluid simulation using the available QC
> patches but I doubt it would be efficient.  Most likely you would need to
> write a custom patch (
> http://developer.apple.com/documentation/GraphicsImaging/Conceptual/QuartzComposer_Patch_PlugIn_ProgGuide/QuartzComposer_Patch_PlugIn_ProgGuide.pdf).
>  I have been writing a custom patch that encapsulates the sim.water GLSL
> shader by Wesley Smith (
> http://code.google.com/p/glslang-library/source/browse/#svn/trunk/trunk/glslang/shaders/simulation)
> but it doesn't work yet.  I will definitely release it if/when I get it
> working.  Right now I'm stuck getting the proper feedback chain set up in a
> QC composition.
>
> If you're unfamiliar with OpenGL, what "GLSL" is, and why executing this
> kind of simulation on the GPU instead of the CPU is usually more efficient,
> I would recommend doing some reading.  Here's a good introductory tutorial
> to how writing a basic GLSL shader (which will hopefully make sense if you
> don't have/know Max/MSP/Jitter):
> http://www.cycling74.com/story/2007/5/23/181113/507.  Actually, maybe the
> Lighthouse tutorials would be more useful to you:
> http://www.lighthouse3d.com/opengl/glsl/.  Beyond that, there are tons of
> resources out there, including #OpenGL on freenode.net.  Good luck with
> your app, regardless of which approach you end up taking. :)
>
> dan
>
>
>
>
> On Dec 18, 2008, at 12:15 PM, Gustavo Pizano wrote:
>
>  Ok I have read the link you sent me, I understood like a 60% of what they
>> said, and well the algorithms I looked them in no so deep way.  I was
>> wondering if these algorithms can be set in QC and some how simulate the
>> movement, as far as I  understood the class thye discuss there it's all what
>> its required to simulate such a fluid movement, at the backend, so I need a
>> way to show the results of the algorithm, maybe QC its good? or should I
>> make something with OpenGL?
>>
>> Thanks
>>
>>
>> Gustavo
>>
>>
>> On 17.12.2008, at 20:56, Dan Winckler wrote:
>>
>>  Hi Gustavo,
>>>
>>> There are a number of different ways to simulate 2D and 3d liquids, all
>>> of which are fairly complex.  Here is one approach that is explained fairly
>>> well:
>>> http://www.mikeash.com/?page=pyblog/fluid-simulation-for-dummies.html.
>>>  There are also a number of ways to fake it, some of which might be far
>>> easier and more suitable for your purposes.  For instance, you could use a
>>> static image and generate waves with the Circle Splash Distortion filter
>>> patch when the user places a ship.  You can see what this would look like by
>>> bringing up the Dashboard and adding a widget.
>>>
>>> If you want the water to move constantly -- and feel up to the challenge
>>> -- look for "2D fluid simulation" methods.
>>>
>>> best,
>>> dan
>>>
>>>
>>>
>>> On Dec 17, 2008, at 10:43 AM, Gustavo Pizano wrote:
>>>
>>>
>>>> Hello, I was reading about Fractal algorithms, bad wow, I understand
>>>> 0.0001% of them. I  kinda loosing hopes to achieve this goal on making the
>>>> ocean move.
>>>>
>>>> I look at the compositions in quartscompositons.com quite interesting
>>>> but not what I need.
>>>>
>>>> anyway.
>>>>
>>>> Thanks for your help.
>>>>
>>>> Gustavo
>>>>
>>>>
>>>> On 16.12.2008, at 19:13, Gustavo Pizano wrote:
>>>>
>>>>  Hello all
>>>>>
>>>>> well Im new to all this mac cocoa programing.  Right now im doing a
>>>>> Naval Battle game,  which its going pretty good for my concern.
>>>>> Now Im waiting for the final versions of the ships images, which are
>>>>> delayed, so in the mean while  I was thinking in making the sea background
>>>>> be able to move, somehow to see the waves moving, I have right now 
>>>>> something
>>>>> like this, which is the background of the custom view.
>>>>> <Picture 1.jpg>
>>>>>
>>>>> I was reading, and looking some tutorials, and in one apple programing
>>>>> guide, I saw how the put as a background a Quartz composition and set up a
>>>>> menu and so on. So I went and try to look at Quartz Composer, and saw some
>>>>> of the examples, and I think the idea I have can be achieved by Quartz
>>>>> Composer, the problem its that Im totally new with QC and don't know where
>>>>> to start so at the end I can give some movement to my sea in the game.
>>>>>
>>>>> Can somebody help me giving me some guidance or a starting point? I
>>>>> have read already the Quartz composing users guide. Im gonna play with it 
>>>>> a
>>>>> little while, but maybe any tip on how to start I will really appreciate 
>>>>> it.
>>>>>
>>>>>
>>>>> Thanks
>>>>>
>>>>
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>>
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-- 
Dustin O'Connor
http://numedia-sci.info

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