I haven’t delved in particles yet and I was wondering - if I want to create a bobbling fluid inside a vial or any container should I do it with particles or should I look into physics? Or it’s not viable yet and I should fake the effect somehow (like make a container full so no fluid simulation needed)?
That’s too complicated to do with a real physics simulation, I would have a solid mesh representing the fluid and then add a simple particle effect to make it look like it’s bubbling on the top, you can even do particles to show bubbles going to the surface.
In theory, if the object is going to be dynamic, something like a plane that tries to keep itself aligned with the z-axis with delayed rotation based on velocity could function as a sort of surface for the water. It will probably look bad at more extreme velocities but for gentler movements it should look fine. If it’s going to be stationary, there’s plenty of shader and texturing tricks you can use.
So I should create two meshes with separate materials - like one for a vial and one for a fluid, right? And then attach particles to the fluid mesh?
I wanted it to be a pickup health item like Quake runes and probably add a lot of them on a level with lik 20 of them being visible on screen. This essentially could double the number of draw calls if I do with two meshes instead of 1. But it seems there’s no other way. May be I should try to emulate glass and fluid in one material at once or colorize a default glass material and add some black and white particles inside.