Problem with slow height updates for real time fluid simulation

Hi Developers,

I have recently been working on a small water detail simulation for my fluid dynamics system, RoPhys.

(note: the mapping is off i will fix later)

I have run into some issues with not being able to edit the normal map of a surface appearance. My workaround is to render a fake normalmap myself which is costly and way slower than my fluid simulation itself.

If anyone can suggest ways to make visualizing height faster, it would be much appreciated.

Thanks!

any update on this?

12345678901234567890

Just for clarification. Your RoPhys use editable meshes correct? If it does, are you currently using the SetFaceNormals? I just want to make sure I’m not suggesting any obvious info here. :grin:

Currently, I do not use editableMesh. I am using bones with a premade mesh, although I am planning to try editableMesh soon. For the video in this post, I am using editableImage, but I am computing the shading on the normalmap myself (slow).

May I ask what setFaceNormals does?

SetFaceNormals along with some other member functions like ResetNormals are parts of an EditableMesh that let you alter the vertex normals. EditableMesh | Documentation - Roblox Creator Hub.

Just updated to editablemesh. It is a lot faster

1 Like