Fluid Simulation via Vertex Animation Textures for Unity, Unreal, Godot | OpenVAT Blender Extension




This video documents two experimental techniques for encoding fluid simulation into Vertex Animation Textures using OpenVAT.

Method 1
00:48 – Triangle Soup Explained
07:50 – Triangle Soup Setup + Unity Look
11:26 – Triangle Soup Geometry Nodes Overview
15:22 – Triangle Soup Result & Analysis

Method 2
16:11 – Sparse SDF VAT (Splat) Explained
20:30 – Blender SDF via Geometry Nodes
25:42 – Sparse SDF VAT Result

27:28 – Final Thoughts & Considerations

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These techniques enable game engines to read baked fluid simulations entirely using GPU – making them viable in mobile, AR, VR and in any engine with a vertex shader system. (These are uniquly effective approaches, not currently being used by any other publicly-available software (to the best of my knowledge)

While it’s typically impossible to encode meshes with changing vertex count or face connections, these are methods that have proven successful, and especially clean with the set normal node in Blender 4.5.

Download OpenVAT through Blender Extensions or through openvat.org, then grab the experimental fluid sim template here: https://github.com/sharpen3d/openvat/tree/main/Experimental

Improved engine shaders and finalization for corrected smoothness coming soon — tools and nodes in this file are not ‘Finalized’ and therefore may cause unexpected errors in the file. Some nodegroups are specific for use in Blender 4.5

Intended for technical artists, pipeline developers, and studios exploring alternative simulation workflows.

Learn more: https://openvat.org
Support the project by becoming a GitHub Sponsor: https://github.com/sponsors/sharpen3d

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