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Nephilim DX11 Ocean Water Engine for AAA Ocean Rendering / Simulation

Discussion in 'Works In Progress - Archive' started by LIVENDA, Nov 23, 2013.

  1. LIVENDA

    LIVENDA

    Joined:
    Oct 31, 2013
    Posts:
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    Hello Unity Community

    It is my pleasure to share a little information and an early alpha-version WIP HD Video of our upcoming DX11 Ocean Water Engine for Unity.

    " The Nephilim DX11 Ocean Water Engine " Bringing next gen AAA quality realistic Ocean Rendering / Simulation and full interaction to Unity Software soon.


    Video showing custom DX11 tessellation shaded terrain featuring multi-level tri-planar mapped micro displacement expanding the whole island, as well as the above mentioned Nephilim compute shaded (GPGPU FFT) Tessendorf ocean simulation engine. Ocean rendering with SSS (Sub surface scattering) using image based lighting (Candela IBL), Ocean showing deep water shading only in this video. Everything is 100% procedural and dynamic including the HDR IBL solution.

    [table="width: 99%, align: center"]
    [tr]
    [td] $ocean1.jpg [/td]
    [td] $ocean2.jpg [/td]
    [td] $ocean3.jpg [/td]
    [/tr]
    [/table]

    $dx11_unityOcean_wip2.jpg

    Multiple methods for interacting dynamically with the water are on offer. Bouncy, transitioning from surface to underwater including many other Physics based interaction schemes are possible. We will post further technical details as we progress towards final release. Our goal is to achieve the highest possible level of realism with ocean simulation and rendering for shallow and deep water.

    " The Nephilim DX11 Ocean Water Engine " is still in development and you can follow the progress from our website

    www.livenda.com

    Cheers!
    Livenda
     
    Last edited: Nov 23, 2013
    Developer007 likes this.
  2. nipoco

    nipoco

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    Saw the first video in the community ocean thread.

    I have to say it looks really promising.

    Two questions.
    Do you consider other graphic API's other than DirectX11? And will this have caustics?
     
  3. John-G

    John-G

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    Looking great so far. What price range you aiming for on release?
    Also will this system allow for correct Beaufort scale waves.
    Only part of the video I didn't like was the foam disappearing to fast, would be great if you could make it that it faded slower.
    Also if you could make the foam break up into smaller patches as it faded so patches of foam lasted a bit longer before fading away, would give it a more realistic feel.
    I am really interested in seeing where this goes, the community really needs a great looking and affordable Ocean solution.
     
  4. ZJP

    ZJP

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    @OP
    You're late.... Sorry... :D

    @Nicopo. This water seem better that Hydrax-SkyX.

    +1
     
    Last edited: Nov 23, 2013
  5. I am da bawss

    I am da bawss

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    Woah.

    Totally gobsmacking impressive. So what's the time frame for this to be on Asset Store?

    Also, I noticed there doesn't seem to be any wake or foam, will you add those features?

    EDIT:, I see it now, its in later part of the video. Just not very apparent in the beginning. But what about "shoreline" effect? Also wave and splash?
     
    Last edited: Nov 23, 2013
  6. gtzpower

    gtzpower

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    Very impressive :) I too would be interested to know if this will support anything other than DirectX
     
  7. Olafson

    Olafson

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    Is this going to feature soft shorelines and maybe foam around meshes and terrain? From the Video itself, I couldn't really see it.
     
  8. janpec

    janpec

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    Super good. Sun transmits on water surface so good .Will it have "LOD" DX9 version?
     
  9. Sef

    Sef

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    Like water from Battlefield 4 $J06.gif

    $2051177-677382_20130820_004-1024x576.jpg
     
  10. VoellGraves

    VoellGraves

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    Please, share some more news about Nephilim.
     
  11. Suggs

    Suggs

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  12. Paddington_Bear

    Paddington_Bear

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    VERY pretty indeed, great work.
     
  13. LIVENDA

    LIVENDA

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    Oct 31, 2013
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    Hi Everyone,

    We just like to give a quick update on the progress of the Nephilim DX11 Ocean Water Engine for Unity. We have made some great progress and are aiming it to be one of the most advanced Ocean / Water Simulation engines to date among all others. The initial version will be DX11 only and support for other platforms is in the pipeline. Some notable features so far are Automatic Shoreline creation, Terrain Wind occlusion (This means if you have a marina/harbor the Ocean engine will calm the water inside these regions automatically, more on this later ), breaking waves linked to depth, procedural foam, last but not least, high fidelity physics interaction and more.

    We will be posting a new video soon and if you wish to be updated please join our newsletter / twitter page from our website www.livenda.com

    Cheers!
    Livenda
     
  14. aKobitz

    aKobitz

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    This system looks absolutely phenomenal! Are there any plans on letting us get our hands on a beta at some point in the near future?
     
  15. fredr92

    fredr92

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    Amazing water ! I can see this water in my game already, with some dark underwater effects with sharks.. the players will not fall into that water.. Will this be released soon? Have you considered releasing a pre alpha version and just update it now and then?
     
  16. jc_lvngstn

    jc_lvngstn

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    Superb. The only thing that kind of looked odd was how the foam slid along with the caps of the waves...but I don't know how that can be avoided, or even if you would want it to. I assume foam is optional, or able to be only at the shoreline?
     
  17. tynew

    tynew

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    Hello,

    I was wondering if your ocean would be able to simulate very high storm waves.
     
  18. fredr92

    fredr92

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    Any updates coming soon? more pics og videos?
     
  19. John-G

    John-G

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    Yes any update on that new video.
     
  20. mavii_ege

    mavii_ege

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    Looks Awesome !
     
  21. SemaphoreStudios

    SemaphoreStudios

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    Any update on that new video? Can't wait for this.
     
  22. indiegamemodels

    indiegamemodels

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    It's really looking amazing, can't wait to see it released!
     
  23. Midnight-Hour-Art

    Midnight-Hour-Art

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    Looks fantastic, please update.
     
  24. John-G

    John-G

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    Still no news on this, was new video ever released?
     
  25. Paddington_Bear

    Paddington_Bear

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    Whats the latest here guys? Haven't heard anything and we're all in need of high quality DX11 water.
     
  26. RagingJacob

    RagingJacob

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    Well it seems like this one..... is dead in the water....
    no pun intended >_<
     
    ThunderTruck and Paddington_Bear like this.
  27. Paddington_Bear

    Paddington_Bear

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    Thats a serious shame
     
  28. Developer007

    Developer007

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    Good job , unity always the best .
     
  29. Deleted User

    Deleted User

    Guest

    only can say : wow
     
  30. Paddington_Bear

    Paddington_Bear

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    We think it might be a dead project unfortunately.
     
  31. sotec

    sotec

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    i think they put it in pause to finish their other asset ( candela ssrr, spectraGI , IBL) , i believe they will come back on it after releasing SpectraGI ( i hope ^^ )
     
  32. Licarell

    Licarell

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    Well you all are seeing it with their GL, IBL... I think you'll need those assets to make it look as good as it does in the videos. I believe this is why we haven't heard much. One thing requires the other...
     
  33. LIVENDA

    LIVENDA

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    We are certainly still working on this product and is in Alpha stage until our other products are ready for integration.

    The Nephilim Ocean/ water Engine is an independent product with no reliance on our other soon to be released GI / IBL / Deferred Area lights and the Next Gen 'Total Reflections' (project name only not the official release name) products. However, that being said, as mentioned above, Nephilim Ocean has to work/ integrate well with all these other upcoming products, so we are making sure it does and provide the utmost quality / performance.

    Cheers
     
    John-G likes this.
  34. John-G

    John-G

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    Great to see that it's still being worked on, any chance of a new video showing it off?
     
  35. kurylo3d

    kurylo3d

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    is there a time frame you have in mind for the ocean shader? Will it come before the "total Reflections" project?
     
  36. Velo222

    Velo222

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    I think I just wet myself ;)

    Man that is beautiful. Unfortunately the game I'm making won't be able to make use of ocean water like that, and even if it could, it would be so significantly better looking than all of my other assets, it would be too out of place.

    Great job though.
     
  37. Johnny-Casual

    Johnny-Casual

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    Any update on the ocean shader?
     
  38. stanislavdol

    stanislavdol

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    It looks amazing!
    But more than a year has passed...
    Any news?
     
  39. macdude2

    macdude2

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    Livenda just stopped everything man..., wouldn't keep any hope up for their projects
     
  40. DennG

    DennG

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    check their Twitter.. they posted a screenshot of Candela SSRR 2
     
  41. macdude2

    macdude2

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    I mean, they posted a pic of their realtime screen space gi too.
     
  42. sotec

    sotec

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    yeah, next news will probably be in some months...
     
  43. am_salperton

    am_salperton

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    Is this dead?
     
  44. haywirephoenix

    haywirephoenix

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