Random walker water flow
The concept is to simulate water flow, like irrigation on a ground surface and is part of my project “Interactive Landscape“ to create mimics of natural phenomena. I try to recreate the way water flows across different landscapes, terrains, and mountains.
Key elements of the concept
Particle System: The core of the simulation lies in a particle system, where each particle symbolizes a water droplet. This approach allows for the dynamic and fluid-like movement of water, offering a visually engaging representation.
Perlin Noise: To emulate the organic, non-repetitive flow of water, Perlin noise is employed. This algorithm generates smooth, natural-looking randomness, crucial for simulating the subtle variances in water movement that occur in nature.
Cosine and Sine Functions: The use of trigonometric functions (cos and sin) in manipulating the particle trajectories imparts a realistic undulating motion to the water, akin to gentle waves or ripples.
User Interaction: The simulation is designed to be interactive. With the mouse acting as an attractor, users can influence the flow of water, mimicking the effect of terrain and gravity on water movement.
Challenges
I think that a simulation of water flow with specific terrain contours will be more realistic. In the real world, water runoff follows multiple paths based on terrain elevation, slopes, and obstacles.
I wonder how to simulate water flow more realistically based on actual terrain contours, the code has to incorporate terrain data. This could involve using a height map or a 3D model of the terrain to determine the paths water would take as it flows downhill.