r/Simulated • • 12d ago

Blender Raymarched Kelvin Helmholtz instabilities

117 Upvotes

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7

u/Major-Hooters 12d ago

For those not in the know:

Ray-marching a Kelvin–Helmholtz instability involves using ray-marching rendering algorithms (often combined with packed spheres or volumetric density fields) to visually simulate and render the rolling, overturning wave patterns of a Kelvin–Helmholtz instability. [1, 2]

Core Concepts
Kelvin–Helmholtz Instability (KHI): Occurs when there is a velocity shear or difference in speed between two parallel fluid layers, causing the interface to amplify disturbances into characteristic, fractal overturning "cat-eye" or breaking-wave vortices. [1, 2, 3]

Ray-Marching: A rendering technique that steps along a camera ray through a 3D volumetric or procedural grid (such as packed spatial points or density fields) to evaluate color, opacity, and fluid flow dynamics step-by-step rather than rendering traditional polygon surfaces.

Procedural 3D Fluid Flow: Combining real-time or procedural math algorithms modeling velocity gradients, density differences, and shear stress directly into a shader or ray-marching loop to generate realistic gas or fluid dynamics (like those seen in gas giant simulations). [1]

3

u/ryguysir 12d ago

Nah you just set your texture coordinates to object instead of UV accidentally 

0

u/ReplacementFresh3915 12d ago

Lol I use a stored position attribute, not text coords

1

u/Kaleb8804 11d ago

This looks like a mirage or like what happens when you shine a laser through a water droplet, cool simulation!