Uploaded January 2023 | Updated September 2026, 19 hours ago
Will make a full tutorial if you are interested! :)
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Some notes:
- Objects can add fluid density to a shared render target
- A blueprint draws this RT on a material, which does the turbulence as a separate pass
- The final advected density RT is used in a post process shader
- The shader does all the fancy rendering (distortion, normal calculation, tinting)
- Not using particles, just one pass on the material, and one pass in the post process queue (really scalable, you can cover the screen in this using a decent grid resolution)
- This technique can be expanded to add temperature buoyancy, dissipation, etc.
- Done entirely in blueprint and common materials to show how to add (ish) render passes without a single line of code.
Will make a full tutorial if you are interested! :)
Consider subscribing if you like this content and want to see me posting more often!
Some notes:
- Objects can add fluid density to a shared render target
- A blueprint draws this RT on a material, which does the turbulence as a separate pass
- The final advected density RT is used in a post process shader
- The shader does all the fancy rendering (distortion, normal calculation, tinting)
- Not using particles, just one pass on the material, and one pass in the post process queue (really scalable, you can cover the screen in this using a decent grid resolution)
- This technique can be expanded to add temperature buoyancy, dissipation, etc.
- Done entirely in blueprint and common materials to show how to add (ish) render passes without a single line of code.










