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Global Water

Global Water is an infinitely spread mesh with auto-tessellation that represents a boundless ocean (the wireframe of the water is not scaled; regardless of the camera position it always stays the same). It is optimized so the GPU is not overloaded.

The object has support for the underwater mode. However, it cannot have a body assigned, and thus does not provide proper physical interaction with scene objects. If you need to simulate the physics of buoyancy, you should use Physical Water. Also it is limited to a single water level. It means that the filling level of water always remains the same. So, if you need to create, for example, mountain lakes or water flows with height difference, you should use a Water Mesh.

Global Water object provides full control of the wave spectrum through the API.

Notice
As the water object uses the screenspace projected grid for the water surface of the infinite size, it is recommended to use only one (1) water object in the scene.

Ocean Created with the Global Water Object
Notice
Physical interaction of a water and other scene objects can be done by using a physical water object: you can place a physical water object in the water to indicate an area where physical interactions will take place.

See also#

Adding Water#

To add infinite water to the scene via UnigineEditor:

  1. On the Menu bar, click Create -> Water -> Global:

  2. Place the water object in the scene:

Infinite water will be added to the scene and you will be able to edit it via the Parameters window.

Editing Water#

Water settings can be adjusted via the Parameters window:

  • On the Node tab, water surfaces that determine optical and dynamic behaviour of water can be adjusted.

Creating Waves#

There are two options for creating waves:

  • Layer mode — you create layers on which waves will be randomly generated in a given range of wave parameters. All the layers are added together.
    Notice
    Wave layers are usually created through the UnigineEditor, but you can also create and edit them via code.
  • Manual mode — you create your own individual waves and have full control over them.
    Notice
    This mode can only be set via code, you cannot do this in the UnigineEditor.

When you enable Manual mode, the list of the generated waves is cleared and you can set up your own waves. When you disable Manual mode, the user-defined waves will be cleared, and if you previously had any layers, the waves will be generated based on the parameters of these layers.

When you save the world, the layers will be saved, but the user-defined waves will not, since they are created via code.

Wave Parameters#

Wave settings window in the UnigineEditor is shown below:

Common

Parameters common for all layers:

Wind Direction Sets the angle that determines the wind direction, in degrees.
Wind Affect Determines how much the wind direction affects the waves. The values are within the [0;1] range. If you set it to 1, all the waves will be directed along the wind direction.

Waves Layers

Parameters defined for each layer:

Layer Weight Sets the weight for a given wave layer.
Waves Num Sets the number of waves for a given layer.
Length Min Sets the lower limit of the wavelength range for a given layer.
Length Max Sets the upper limit of the wavelength range for a given layer.
Amplitude Min Sets the lower limit of the wave amplitude range for a given layer.
Amplitude Max Sets the upper limit of the wave amplitude range for a given layer.
Steepness Scale Sets the wave steepness scale for a given layer. The values are within the [0;1] range.
Direction Angle Variance Sets the variance value of the wave direction angle for a given layer. If you set it to 90, the angles will be random between -90 and 90 relative to the wind direction.

The maximum total number of waves is 256. For better performance, we recommend using about 100.

Last update: 2021-09-29
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