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Discussion in 'Works In Progress' started by NHydro, Nov 13, 2017.
This in HDRP will be fantastic!
did you even read the posts? this is not even coming for built-in rp for years and you're asking for hdrp
look so nice! I look forward to being released to the store. Please let me know the release schedule! would like to try it if there is a beta version etc. thank you.
so beautiful effect, really nice!
Awesome work, fluid sim is no joke.
Hi. Do you think; t would be possible to blend NH Water Shoreline with Crest?
Crest runs in BuiltIn(free), LWRP Asset Store) and the development of the HDRP version has started.
Do you have a rough idea when NH Water is ready for the masses? Or will it arrive with Cyberpunk 2077.)
It's a very attractive task.
Can I buy it in plug-in form?
Reduce transparency and provide better Fresnel effects, maybe even more real
Great as always. You should release it in Store and build a FlipFluid bake bridge for the future. Probably direct to Visual Effect Graph.
I did some tests tests with baked vector dispacements. So with lots of work breaking waves are possible too.
Can i ask wish FluidSim you use? Did some stuff in Blenders Flip Fluid. But Houdini looks nice too.
This upcoming plugin looks amazing! Please finish it soon
I will buy it in a blink of an eye!
Yes, we started work on adding additional effects. The video below shows the first results of rendering a baked simulation of boat wakes. There are many noticeable bugs on the video, this part is still in development.
The release is scheduled at the end of the year.
That looks quite nice, really can't wait for this. Great work so far!
That means the boat has to move on predefined path, time and place through the ocean?
Or does the baked keyword relate to the shape, dive depth and speed of the boat only?
Cool, I hope you can release it soon.
well, release the shoreline first and then develop the boat or other parts later? i guess you guys bored of the shores and jumped on other things before finished
Shhh, just let them do their thing, the way they like it.
Programmers are a fragile, delicate creatures. Don't scare or push them!
This is the most amazing stuff I ever saw. If it takes half a year to finish, so be it. These guys obviously know their craft.
can you release like a beta test version? this is like realflow in unity.
plus you would be better off creating shoreline templates in realflow and then selling them to be overlayed over existing water packages for unity. lets be honest the shoreline is what really looks good, not the water.
Plus what you have wont run in the average game at such heavy resource requirements.
but this is alot better
AFAIK they haven't specified whether it will be possible to integrate some 3rd party ocean systems or not.
Also there are just a few videos and it's not finished, so it is possible that the water is already configurable as hell, or that it's simply not finished.
About resource requirements - just CTRL+F a "baked" keyword in this thread.
What is better about RealFlow? It looks awful, but behaves nice, same as Flex, Obi Fluid etc. But you have no idea how the performance is going to be in comparison. I would definitely say this asset will outperform RealFlow like nothing. This asset is obviously meant for large water surfaces. RealFlow is nice for simulating like... a glassful of water if anything in an actual game. It doesn't help with oceans, seas or lakes at all.
I like this water, it looks very nice, it looks very complicated and, for my games I just need some-thing that looks enough like water so, a gamer can see it - - But, if I had standard option to add water like this, instead of just transparent, murky volumes, I Applaud - -
This looks so good, it could be in Hollywood movie, Or Block-buster - -
How can we be notified when you do release this?
Click "Watch this thread" in the upper right corner. Best temporary solution
Best water I have seen!
NH Water Shoreline must have the possiblity to blend with other surfaces for simulating not only the shore, but shore breaking waves, surf waves and also with infinity ocean surfaces...
We are simulating our surf Waves using the same techniques it was used in Surf's Up movie. So having the hability to blend our surf wave surface with NH would be great.
Other surf wave effects could be baked over a surf wave surface ( dynamic mesh) using the same technique used in your baked boat simulation.
Unless blending is available, it would be not possible to use NH Water on a realtime game. I think the baked approach is the correct one.
Cool, so in about a months time! In time for Xmas presents?
As it's baked fluid, I suppose you are doing modifications over the mesh, like an alembic file would ? I'm asking that because it would be really cool that you plugin would be compatbible with custom shader creation (with shader graph or amplify, for example)
hi ! Will it be released soon? By the way, is there a beta version? I want to see it.
Is the landing further planned for this year?
this year is end, any news?
Any news here ?