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I have a boat mesh with global water and a physical water. When i Put the mesh in the water, the water clips inside of the mesh like this. How can i fix this?
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Hi everyone, I started make video tutorials for Unigine 2.11.0.1 , You can see & use , This is my playlist about unigine, and I hope useful for you. Get started with 8 hours of free video tutorials full of tips you want. Playlist 1 Playlist 2 With respect Ahmad Karami a computer teacher/ author book / test engineer / solo game developer
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I have a mesh with a rigidbody and a global water object how can i make this mesh interact with the waves of the global water object
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Hi, I'm working on a naval game with Unigine Community, but I have a question, how can i apply the physics of water in a global water as shown in this video: Thank you very much, Bye.
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problem I can't change Physics Body type (Water)
Catsasin4401 posted a topic in Physics, Navigation and Path Finding
Hi every one I have a problem I followed the tutorial on YouTube about Physics And then when I change Body type to water it noting happen and turn back to none. I can change to another type but I want to use water type. -
Hi there. I've been trying to figure this out and I can't tell if there is Local Fluid Simulation or not. But I know the global mesh of water and stuff is simulated as a 2D grid with point particles positioned in the vertices of the mesh. And I was wondering if it was possible to use Local Fluid Simulation to for example, have a boat fill up with water after getting cracked hull and it starts to sink. Being able to make boats fill with water would be amazing.
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I have copied the settings and materials in the demo,but I didn't get the desired result. 84aa2f3c13866935b243d1864586164f.mp4
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Water/Rigid interaction question
Amerio.Stephane posted a topic in Physics, Navigation and Path Finding
Hello, I've been trying to understand how water/rigid bodies interaction are to be set up, but even though I had a deep look at the physics samples in Editor 1, I could not reproduce any of them in the Editor 2. Surely, I must be missing some crucial steps but I don't know where to look. Here is the step-by-step way I tried: 1-Start Editor 2 with a new default scene. 2-Creating the water: -Create Primitive Plane with 40x40m and 40subdisision. -Create Mesh from it and remove the node. -Then Create Object/Water Mesh with the water mesh just saved. And I move it up a bit to somewhere like (x,y,z)=(0,0,3) -Finally assign a "Water" body type to it [Note: at this step, the shading goes all wrong, with very tiny ripples on the water. Is this correct?] 3-Creating a buoy: -Create Primitive Box, and I move it up a bit, like (0,0,4) -Assign a "Rigid" boy type to it -Assign a Box shape to it, and tweak the mass to 0.01 so it's way less dense than the water Now, at this point, I would expect the box to be floating. But it simply goes to down to the default ground :( I played with the water Interaction, the water density, etc, to no avail. What did I miss ? Thanks -
Hello, I have this very strange rendering when using a FieldSpacer with a Water Global object with geodetic pivot. The FieldSpacer has a scale of 1,1,1, size of 200,200,200, attenuation 1000. The spacer is actually in the far distance, but the cut behave like it is attached to the player. The spacer is a child of the water, which is a child of the geodetic pivot.
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Hello, Currently, the only way to mask water is with a FieldSpacer. Our problem is we have a very large terrain that is very close to the sea level (<5m), with some complex forms that would require a lot of manually placed FieldSpacer. And we must use a high beaufort sea, which complexify even further :( I would suggest adding a FieldSpacer that supports a georeferenced 1-bit texture, or better directly add a georeferenced mask tag to the global water object. Thanks you.
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Hello, What is the recommended way to set the wind direction for realistic ocean wave and shoreline direction ? Is it possible to gradually change the wind direction and/or intensity, or is it forcibly in large visible step ? Is it possible to have a shoreline for the whole contour of a lake (I mean, having wave going from the "center" of the lake and breaking on all shores, not just in one direction) Thank you.
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How to simulate hydrodynamics behaviors of water on bumpy terrains? The effect may not be exact, reasonable is good enough. The scenario is somewhat like pouring some water onto bumpy ground, and water stream would be affected by gravity and terrain geometry, when 2 flows of water come together, they will merge into one stream. And if there is a hole in the terrain, the stream will flow into the hole by gravity. How can we do that?
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Hello, I'm actually trying to solve the tiling pattern visibility of water that appears from an altitude above 200m. While water_global_base.basemat tiling is rather invisible, it's not the case with water_global_beaufort_3.mat and up, and it's just plain ugly from beaufort 5 and up (I mean, as seen from an altitude; from the ground level, all beaufort are very nice). I tried playing with the water surface LOD settings, but it looks like it's not affected (except for Min vis != -inf, which leads to a completely disappearing water). Thanks for your help.
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The Sunshadows behave in a weird way, when hitting the water surface. Where does this behavior come from? Thx. Werner
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Hi, We are working in a world with 2 ships that are very far away from each other. The ships have a water trail attached like in Oil Platform sample and also each ship has a dummy camera which follows it. In first place, when we switch between cameras there is a strange behaviour as it can be seen in these images: This trail comes from the position where the ship 1 was before switching to ship 2 camera, to the position where the ship 1 is when returning to ship 1 camera. This behaviour does not happen when ships are close to each other. Any tip of why is this happening and how can we solve it? In second place, water trail particles stop spawning when game camera is far away from the particle system source. Is there any way to force particles spawn always? (we can deal with performance decay). Thanks!
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In the next version of our ship simulator we will support more players in the simulation world. In this scenario, all the ships must share the same sea state to have a coherent representation regarding, not only the position, but the trim, the heel and the pitch. Is this possible in current version? In case of not, how this can be achieved? Merry Christmas! and Happy new year for all the Unigine Community, Iván.
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Can anyone suggest what could be causing this error with the water reflection? (Image attached) Thanks
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Подскажите, пожалуйста возможно ли создать водную поверхность ограниченную альфой. Проще говоря, надо воду сделать плашкой поверх земли, а вымоделивать каждый поворот не рационально.
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Hi everyone, I have been looking to optimize my water reflections, I have seen this thread and done the suggested steps. https://developer.unigine.com/forum/topic/1136-solved-how-to-improve-the-performance-of-multiple-objectwatermesh-in-one-scene/?hl=%2Bwater+%2Breflections#entry5779 I now want to add another LOD to my trees which is VERY low poly and only visible in the water's reflection, Not the viewport, to stop using high poly trees in reflections at all. I know I will need to use the reflection mapping to do this but I'm having problems. I can get it to not reflect, but I cannot get it to only reflect. When I set the parameters to not see the object in the viewport and still see the reflections I get nothing in the water, nothing reflects. As soon as I set the reflection map different to the viewport map in the camera tools, I lose all of them. Then in continuing to follow the guidelines, never get them back. I have been following these guidelines: https://developer.unigine.com/en/docs/1.0/principles/objects/#reflections Any help would be greatly appreciated. Nathan
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We are about to start a job where you pilot a ship. Has anyone done a working ocean simulation in Unigine, where the ship interacts with large waves (3 to 5m height), over a large area eg 2km x 2km. Options I have considered are: - Somehow use a small physics water surrounding the ship and any items (ships, yachts, logs) in the immediate vicinity, around 2km x 2km tile. This may be a pain as we will still have to somehow have the objectwater, non physics ocean all the way to the horizon. - some way to raycast objects onto the objectwater, non-physics ocean?? maybe from 3 points and average them for a ship. The boat would need to be controllable in these alternatives and other objects would still likely follow paths or wayfinding. I have looked at some of the demo samples and there appears to be 2 different options for a physical ocean. physicalwater and objectwatermesh. What is the difference and which is more suitable to a large scale ocean simulator?
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Hello everyone, I seem to be having a little trouble getting water caustics to show on certain water meshes. Some water meshes show the caustics just fine, others will not. All water meshes have the same material and all of the water meshes are rectangular in shape. There must be something I am not doing correctly when creating water meshes, any ideas? Thanks and have a great day!
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I have some suggestions for ObjectWater performance optimization. Actually, even highly-optimized Oil Rush game should greatly benefit of those changes cause users would appreciate FPS increase in naval scenes. 1. When water is not visible - hide it It sounds weird but that is a fact: water object in scene eats 10-15% FPS regardless of visibility and occlusion queries. Disabling dynamic reflection can be used instead of hiding whole object - it have the same performance impact. In our project we use simple 2d height map and some kind of checks for view frustum intersection with zero-level zones and reflection is disabled if there are no such intersections. Even this clumsy implementation gives great result - 70 FPS instead of 60 on islands and continents that is ~16% increase. Conclusion: improved visibility queries are needed for water-less locations. 2. Improve LOD usage for reflection (distance checks for reflected objects, skip terrain detail maps, etc.) I made a lot of tests and it seems like reflection uses lower (closer) LODs than regular view. I.e. in lake scene (screens below) disabling reflection for tree branches and clutter objects improved FPS by 10% and decreased overall polycount by 100k (!!) with no picture changes. After spending a day tweaking all models I finally was able to choose which LODs are reflectable and which are not, achieving significant FPS boost. Profiler screenshots are attached. Here we have improvement from 42 to 50 fps that means about 20% with no visual changes and with 216k polygon improvement. Also terrain reflection is rendered using material textures while it can just use coarse diffuse maps with exactly the same result. Conclusion: water reflection can be tweaked to skip clutter/distant objects and terrain detail maps. 3. Implement simplified pseudo-dynamic reflection Dynamic water reflections are great but if user's hardware is relatively weak we have almost no fallback - static reflections looked ugly for me until I found that we can grab an environment cube map from current location and assign it to reflection texture slot. It is not as precise and should be re-calculated with camera position change but it is much cheaper. In above sample static reflection is not 100% realistic but it 'reflects' all objects on the coast and gives 21% FPS boost. Unfortunately, grabbing environment 3d maps is really slow so we can't use that system in production, but I'm pretty sure it is possible to use some kind of data from previous frame buffer for simple 2d reflection map. Conclusion: cheap 'mirror' reflection would greatly increase performance on low-end hardware. -- WBR, Alexei
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