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Water

Water is ubiquitous both in life and in computer graphics. It can take numerous forms in the scene, from natural lakes and streams to mud, mires, slush and other types of liquids. Visually plausible simulation of the water complex behaviour and its dynamical interaction with rigid bodies remarkably aids realistic depiction of the scene.

In Unigine water is implemented as two types of objects:

  •  Water represents infinitely spread water with auto-tessellation (wireframe of the water is not scaled - regardless of the camera position it stays the same). This type is suitable to represent boundless ocean while not overloading the GPU. However it cannot have a body assigned, and thus does not provide proper physical interaction with scene objects.
  •  Water Mesh is a loaded mesh appropriate for finite basins of arbitrary form. Water mesh can provide buoyancy simulation.

See also

  • A water_base material that is applied to water
  • An Adding Water tutorial, explaining how to add water into the scene
Last update: 03.07.2017
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