demostenes Posted June 13, 2016 Share Posted June 13, 2016 We are working on a better solution for excluding the external volume of the ship. Any progress yet? Probably the best would be some masking material. I would prepare mesh in shape of ship deck, apply this material and water will be not rendered under it. Link to comment
silent Posted June 16, 2016 Share Posted June 16, 2016 demostenes I'm afraid, there will be no significant changes regarding excluding water surface from the ship internals in the upcoming 2.3 SDK update. More likely we will improve this in the 2.4. 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
binstream Posted July 8, 2016 Author Share Posted July 8, 2016 Bow and stern ship wake waves: Shoreline: Underwater: Get ready for 2.3 release soon. 1 Link to comment
ulf.schroeter Posted July 11, 2016 Share Posted July 11, 2016 Very nice ! Would be great to see it in motion Link to comment
binstream Posted July 13, 2016 Author Share Posted July 13, 2016 Ulf, you can see it in real-time in 2.3-beta build (you have access to it via SDK browser). Link to comment
binstream Posted July 13, 2016 Author Share Posted July 13, 2016 If there will be no important feature requests, we would like to stop with ocean rendering improvements for a while. The next thing to do is local water (rivers and lakes). Link to comment
demostenes Posted July 14, 2016 Share Posted July 14, 2016 If there will be no important feature requests, we would like to stop with ocean rendering improvements for a while. The next thing to do is local water (rivers and lakes). Yes please :) Link to comment
ulf.schroeter Posted August 9, 2016 Share Posted August 9, 2016 Water improvements are really great ! Especially the new shortline effects are outstanding, same is true for the seamless transition between air/water. The only thing missing would be some water droplet refraction effect during/shortly after transition from water to air..but once again: great job ! Link to comment
dmitry.vavilov Posted April 5, 2017 Share Posted April 5, 2017 Hello! We want to use GlobalWater object, but add some effects like collision between water and pier, local water splashes, special wave form at coast in storm, etc. So, we have to affect water height directly. Is it possible (in future releases or on a commercial basis) to have smth like water.setHeight(...) or changing wind speed in local zone, or connecting our custom wave-engine ? Thanks. Link to comment
binstream Posted April 7, 2017 Author Share Posted April 7, 2017 Local water splashes can be implemented easily with particle systems. As for the local wave form - it can be partially implemented with FieldShoreline object: https://developer.unigine.com/en/docs/2.4.1/api/library/fields/class.fieldshoreline Link to comment
dmitry.vavilov Posted April 13, 2017 Share Posted April 13, 2017 Thank You! And another question: FieldHeight adds or subtracts to height of Water, but is it possible to multiply height similar way (by some Field) ? Link to comment
werner.poetzelberger Posted May 29, 2017 Share Posted May 29, 2017 A decal to project onto the water would be lovely. To simulate objects on the surface. Would be great, if it can move with the water surface. Best. Werner Link to comment
silent Posted May 30, 2017 Share Posted May 30, 2017 Hi Werner, As far as I remember, decals already can be projected on a water surface (check the Oil Platform demo, there are ship wake waves are made with a help of decals). Thanks! 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
werner.poetzelberger Posted May 30, 2017 Share Posted May 30, 2017 Hey. That is Great and it seems to work pretty well! One thing I see is, that the diffuse distortion is influencing all (of course) diffuse objects on the water surface, as the value is set in the water material. Is there any way to set that somehow per decal or decal material individually? Best, Werner Link to comment
silent Posted June 1, 2017 Share Posted June 1, 2017 werner.poetzelberger Currently there is no way to do this, because that is ObjectWaterGlobal state. Not sure if we ever can do the per-decal setting. Anyway, I will create a feature request for that :)Thanks for the suggestion! 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
sergej.koptev Posted January 31, 2018 Share Posted January 31, 2018 What about river tool, and water mesh shader/material improvement? It will be great to see directional flowing river, like this: https://www.rug.nl/society-business/centre-for-information-technology/research/hpcv/publications/watershader/ It will be great also to implement underwater rendering for waterMesh, like in waterGlobal. At this moment, we are forced to use waterGlobal instead waterMesh, because of much better appearance. Of course, the price is FPS drop && impossibility to create slope river. Link to comment
demostenes Posted February 1, 2018 Share Posted February 1, 2018 14 hours ago, sergej.koptev said: What about river tool, and water mesh shader/material improvement? River/road tool is requested for years and postponed and postponed...: Link to comment
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