john.brown Posted April 28, 2020 Share Posted April 28, 2020 (edited) I am trying to create a storm with extremely high waves. I tried adjusting the "Wave Mode", "Beaufort Falloff" parameters, but that didn't affect anything. Edited April 28, 2020 by john.brown Link to comment
silent Posted April 28, 2020 Share Posted April 28, 2020 You can assign one of the pre-defined materials to emulate different Beaufort levels on global water object: You can also copy any of these materials and adjust individual parameters if needed. 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
john.brown Posted April 28, 2020 Author Share Posted April 28, 2020 10 minutes ago, silent said: You can assign one of the pre-defined materials to emulate different Beaufort levels on global water object: You can also copy any of these materials and adjust individual parameters if needed. Thanks for your response. I am aware of this feature, however, I am looking for high waves. Link to comment
silent Posted April 28, 2020 Share Posted April 28, 2020 What do you mean by high waves? Beaufort 11-12 levels generate waves larger than 12m. Do you want to get even higher values? 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
richard.axe Posted April 28, 2020 Share Posted April 28, 2020 (edited) 1 hour ago, john.brown said: Thanks for your response. I am aware of this feature, however, I am looking for high waves. 1 hour ago, silent said: What do you mean by high waves? Beaufort 11-12 levels generate waves larger than 12m. Do you want to get even higher values? Hi @john.brown , @silent is correct, I usually worked on board ships 12 in Beaufort Scale is the maximum sea state that can be observed in nature, in normal conditions. Hi @silent, still in the subject of sea simulations, how to achieve the buoyancy and interaction with waves observed in this Unigine YouTube video (Water Visualization for Professional Maritime Simulation). Beaufort levels waves are only applied to Global Water. Global water does not provide physical interaction with scene objects. The ships look that they are interacting with the Global Water waves in a physical rigid body / water interaction. Buoyancy and physics were supposed to work only Water Meshes... ( https://developer.unigine.com/en/docs/2.3/objects/objects/water/ ) Thank you in advance for your support. Cheers Edited April 28, 2020 by richard.axe Link insertion Link to comment
silent Posted April 28, 2020 Share Posted April 28, 2020 Hi Richard, You need to write a custom logic that would take in account water height and calculate ship position based on this and other factors. Very basic example of this is available starting from Engineering edition, but there is no such samples built-in in free community version. 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
richard.axe Posted April 28, 2020 Share Posted April 28, 2020 Hi @silent, thank you for your prompt reply. My goal would only to use the water physics engine to simulate, for example, a rowing boat moving across the water as a result of the interaction of the oars and water. No need of waves, just the physics. Would be a way to apply the physics engine to the global water? Cheers, Link to comment
silent Posted April 28, 2020 Share Posted April 28, 2020 The basic idea here is to take 3 points nearby the ship and build a triangle (now you can get basis and normal) that you can use to adjust ship angle and position. In attachment you can find example implementation (ship.h - UnigineScript, for physical body, Boat.cpp|h - C++ for non-physical objects). ship.h Boat.cpp Boat.h 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
john.brown Posted April 29, 2020 Author Share Posted April 29, 2020 On 4/28/2020 at 9:49 AM, silent said: What do you mean by high waves? Beaufort 11-12 levels generate waves larger than 12m. Do you want to get even higher values? I think that you have just answered your question. Ideally I am looking for a tsunami effect. Link to comment
silent Posted April 29, 2020 Share Posted April 29, 2020 I'm afraid for that task you need to use different approach (write your own wave simulation algorithm and custom shader that will able to produce a good results with water waves > 15m). Maybe with a help of the FieldHeight object you can achieve something more that 15m. 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
richard.axe Posted April 30, 2020 Share Posted April 30, 2020 On 4/28/2020 at 3:28 PM, silent said: The basic idea here is to take 3 points nearby the ship and build a triangle (now you can get basis and normal) that you can use to adjust ship angle and position. In attachment you can find example implementation (ship.h - UnigineScript, for physical body, Boat.cpp|h - C++ for non-physical objects). ship.h 22.96 kB · 1 download Boat.cpp 2.4 kB · 0 downloads Boat.h 691 B · 0 downloads Hi @silent, thank you very much for the clarification. Cheers! Link to comment
Recommended Posts