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Discussion in 'Works In Progress' started by NHydro, Nov 13, 2017.
Have roadmap? this great assets,must have.@NHydro
This is the best water foam simulation I ever seen in any game engine. Truly remarcable.
@NHydro would be interesting to see how your waves behave when breaking against a wavebreaker placed at a 45 degree angle to the path of the waves
haha, he already did that
Ah? I seem to have missed it, all the videos I've seen so far show the waves hitting the wavebreakers straight on. Anyway, not super important
Oh I see, haha you want to see if it's baked physics. I would love to find out too!
any updates? the project looked awesome and seems a bit slow now
In my opinion actually making this stuff work in peoples scenes poses additional challenges, some of which may be at least as great a challenge as the main simulation part. eg practical setup of shoreline & colliders without the operation being too tedious or the results too impactful on memory. These challenges were acknowledged by the author but I've not seen anything that indicates an elegant solution is in sight, eg I'm not really sure how practical it is to reuse sections of shoreline in the way suggested and there are few clues as to the actual process in editor.
I dont mean to be negative and I want this project to succeed but I have my doubts about the practicality.
A couple of other general thoughts following on from that.
When it comes to simulations in game engines, its not unusual to find dilemmas about what to try to compute in realtime, and what to bake. Many forms of simulation are heavy enough that baking seems highly desirable, but depending on the sim and the scenario the amount of data the bake generates may have its own performance concerns.
Personally I'm hoping things improve on this front over time. Unity has given us a great cross-platform compute shader facility and over time we can make assumptions that a bit more power is available in machines for such tasks. So compute could be used to run the sim in realtime. Then its a question of how data, such as collision data, is made available to the sim at runtime. Although I am not fully appraised of the limitations and drawbacks, part of me hopes that signed distance fields may get more use in this regards going forwards.
Yes, indeed, creating a setup for fluid simulation is a complex task and therefore the degree of freedom for changing the scene or settings are planned to be limited.
Judging by the comments on memory consumption, this approach can be used only in a limited number of applications. Currently, work is underway on a different approach (less demanding on memory). In the current version each particle is rendered as a separate quad, now we are trying to use particle grouping to reduce memory consumption.
To demonstrate the use of segments of the coastline, a small demo project based on the current approach will be released early next month.
It is really really amazing and world need this i think .
Here is a link to the executable (x86_64) and project on Unity 2017.3.1 [link temporarily deleted]
I want to note that the goal of this demo is to show the use of segments of shoreline. The project is not optimized, does not contain the necessary features for use in games.
i see a shader issues on water.
nVidia GTX 770 (driver 391.35)
I tried the demo on my notebook with a GTX1080 and Win10. The look of the water and the movement of the water looks amazing! Also the shorline effect looks great. I hope to see this as a finished plugin for Unity.
Looks fantastic! If I should nitpick on anything, it may be that the waves are a bit too "uniform" in size. If you go to a beach anywhere in the world, the waves that come in will have some randomness to their size. Anyhow, it looks (and runs, on my 970 GTX) great
The same happens to me
Yes, the compute shader doesn’t work on older cards. I’ll try to fix it this week.
Wow, like wow, looks beautiful. I almost imagined I was on the beach and couldn't hear the kids screaming at 7am.
Even though i read your specs on memory and disk space required, dare I ask if you plan on creating a "lite" version of this for mobile in the future? Keep it up, looks amazing!!
So, how many prices has you won!!!?? This is breath taking NHydro! Do you see this becoming available any time soon? This is almost unreal. What an amazing look, This most be one if not the most realistic realtime simulation of a shoreline I have ever seen!. I just hope you are able to work out a way to make practical to use in games. This would make Unity the best engine for games that take place in islands or by the ocean. I really hope you have a practical asset I can use in my Xbox One game, which is in a small island surrounded by beaches.
Same error .
Windows 7 , Gtx 1070 .latest drivers .
Unity 2017.4.1 - Hard locks my computer .
Unity 2018b12 - OK.
Thank you for your feedback, here is an updated link
The compute shader was slightly changed
Could you try something? Lower the particle count by half "and" scale the particles up by 3-4 to test how bigger "foam pieces" may look like. I love the simulation, but your particles are too small and within the whole thing looks "too thin". Good work!
Great, now is working.
Awesome water shore.
The best looking ocean simulation for Unity to date, it is.
There is a way to generate those maps runtime? A ship sailing through these waters would need to have it's bow calculated everyframe to produce the dynamic effects shown on the rock and the pier.
I am making a island VR game. I wanted to ask if I am allowed to use your water system in that game. It looks great in VR.
@NHydro is it possible to add splat mapping with packed textures such as the asset Megasplat? Also "streamed dynamic Occlusion Culling" for meshes - only particles/water seen by the camera will be visible/loaded might help if you're not already using that technique. Also some assets like GPU based "PA Particle field" recycles particles to improve performance .. the particles are moved to back to the beginning.
Here is a video with some information that may help you, if you go deeper into it.
Amazing job... When can we download in Assetstore?
Hi @NHydro , can you re-upload your files, all links are dead for now. Thanks a lot for your awesome work!
some more realtime gen
@NHydro When can we buy in Assetstore? thanks
@NHydro, is there any update? We're waiting to hear your new amazing progress news
Another realtime water simulation on WebGL : http://madebyevan.com/webgl-water/
@NHydro any update?
looks amazing! the link you posted to the demo is not available anymore. can you share another one?
New link also requested here, many thanks best I have ever seen to.
It seems now we have found a way to reduce memory consumption to some extent, but it still needs some work to be done. Now, work is underway on user interface for coastline design.
In the first version a coastline may be built from pre-prepared blocks with the ability to change the appearance and slight deformation.
The coastline design sequence will be similar to that of the road network:
drawing the spline,
setting the type of coast along the spline (sand, stones, etc.),
adjusting the Terrain object to the shoreline height.
Nice! That definitely looks practical for game development scenarios. How much memory does it take to store three types of coast in the quality shown in the video?
Take my money!
Great, this looks really amazing. Can't wait to see this hit's the Asset Store.
Yep, I'm completely happy with that response, it looks like incredible work, and a fantastic editor. Cannot wait to see further tuning and options!
This looks amazing, I just want to ask whether you're going to come back to an earlier comment about wakes - I imagine a similar approach of pre-baked foam coming from behind a boat with an additive height that interacted with the short could be amazing, but is it something you're working towards, or a bit of a pipe dream?
have a great day
will it sell?
time to market?
wow very nice, great work
Just release a beta already!!
Count me interested as well.
Nice progress. Max relaxation when i look at the waves.
Would it be possible to bake out own simulations with e.g Blenders FlipFluid?