nat.harrold Posted January 8, 2013 Share Posted January 8, 2013 Hi, I am trying to simulate a simple ocean swell, and float buoyant objects using a water mesh object with WaterBody and the native wave parameters. It seems that the wave paramaters (Wave 0, Wave 1, Wave 2, Wave 3) do not effect the physics simulation of buoyant objects. It appears that the objects buoyancy is based on the z height of the watermesh and the waves are only for rendered visual effect. Am I doing something wrong? How do we make the native procedural waves in the water mesh effect the simulation? Cheers, Nat. *Edit - it seems that the wave paramaters are only a vertex shader.. :( Link to comment
frustum Posted January 8, 2013 Share Posted January 8, 2013 Interaction with geometrical waves with be available in the next SDK. 1 Link to comment
nat.harrold Posted January 11, 2013 Author Share Posted January 11, 2013 Sweet. I am commencing holding my breath. (the expression was a good trick for now) Thanks, Nat. Link to comment
ulf.schroeter Posted January 11, 2013 Share Posted January 11, 2013 Nat, keep breathing: based on other postings from danni and steve in regard to large area ocean simulation with big waves (steve stated 3-5m ...) I am not sure if WaterBody will be able to cover such large areas with the required resolution and fidelity. My understanding is that WaterBody is a perfect solution for small puddle-/lake-sized water areas, but not for ocean-scale simulations. Maybe frustum can comment on this assumtion ?! Link to comment
steve.brodie Posted January 15, 2013 Share Posted January 15, 2013 It would be nice to see this solution extended to the horizon. Perhaps this could be achieved by using tesselation close to the camera and limiting the distance from the camera that physics is calculated. (ie treat the water as flat outside the camera radius). Also, a major optimisation could be achieved by calculating physics only in object bounding box. Link to comment
manguste Posted January 16, 2013 Share Posted January 16, 2013 My understanding is that WaterBody is a perfect solution for small puddle-/lake-sized water areas, but not for ocean-scale simulations. Maybe frustum can comment on this assumtion ?! True, BodyWater works for meshes of the limited size. I'm Frustum's voice today since he's busy refactoring shaders :)) It would be nice to see this solution extended to the horizon. Steve, technically it's possible (with optimizations, you are right here), but for the nearest future it's not on the roadmap, I'm afraid. Link to comment
d.khokhlov Posted September 23, 2014 Share Posted September 23, 2014 Where can I get this tutorial? I have Unigine Sim SDK 2014.03.25 but it has water field and just waves examples only. Link to comment
silent Posted September 23, 2014 Share Posted September 23, 2014 Hi, Please, check the physics/water_01 sample. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
d.khokhlov Posted September 23, 2014 Share Posted September 23, 2014 Oh, great thanks. It's actually Objects and Feautures section. Very nice! 1 Link to comment
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