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Found 19 results

  1. Global Water with Physics

    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.
  2. 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.
  3. 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.
  4. How to produce the wave effect?

    I have copied the settings and materials in the demo,but I didn't get the desired result. 84aa2f3c13866935b243d1864586164f.mp4
  5. 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
  6. FieldSpacer incorrect rendering

    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.
  7. Mask water with geo texture

    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.
  8. Water and shoreline wave direction

    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.
  9. How simulate fluid on bumpy terrain

    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?
  10. [SOLVED] Water surface beaufort aspect

    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.
  11. Shadows on Water and Objects

    The Sunshadows behave in a weird way, when hitting the water surface. Where does this behavior come from? Thx. Werner
  12. [SOLVED] Water trail issues

    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
  13. 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.
  14. Can anyone suggest what could be causing this error with the water reflection? (Image attached) Thanks
  15. [SOLVED] water_base with alpha

    Подскажите, пожалуйста возможно ли создать водную поверхность ограниченную альфой. Проще говоря, надо воду сделать плашкой поверх земли, а вымоделивать каждый поворот не рационально.
  16. [SOLVED] Reflection maps

    Hi everyone, I have been looking to optimize my water reflections, I have seen this thread and done the suggested steps. 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 g
  17. Ocean Physics for Ship Simulation

    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
  18. 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!
  19. Water optimization

    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-leve