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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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Global Water

A water object represents infinitely spread water (global water) with auto-tessellation (wireframe of the water object is not scaled - regardless of the camera position it stays the same) and the underwater mode. This type is suitable to represent boundless ocean while not overloading the GPU.

However, it cannot have a body assigned, and thus does not provide proper physical interaction with scene objects. 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.

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 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

  • A ObjectWater class to edit water object via UnigineScript
  • A water_base material that is applied to water

Adding Water

To add infinite water to the scene via UnigineEditor:

  1. On the Menu bar, click Create -> Object -> 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 Nodes window.

Editing Water

Water settings can be adjusted via the Nodes window:

  • On the Surfaces tab, water surfaces that determine optical and dynamic behavior of water can be adjusted.
  • On the Water tab, waves that determine periodic and sinusoidal nature of water can be set. Also on the Water tab, you can specify a field mask.
Last update: 2017-07-03
Build: ()