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- Water on Landscapes - Features explained - FluidNinja LIVE 2.0 PRE-ALPHA
- Video related to this feature list: https://youtu.be/O57K5Aog7Hs
- 1. HEIGHT-FIELD GENERATION: METHODS
- A. objects on a flatland: reading Mesh-SDF relative to the flat simulation plane
- B. objects on a landscape: reading Mesh-SDF relative to the landscape / adding OBJ height to Landscape height
- C. level built entirely from objects (no landscape), arrangement is not flat: top-down Depth-Capture using a Camera
- 2. FLOWING DIRECTION
- Adding the gradient of height-field (a vector field) to the simulation velocity field
- A. fluid goes downhill
- B. flows down on object surfaces ("SDF repels water")
- 3. UNEVEN SURFACE: FILLING GAPS
- A. introducing mass (water-column-height) to accumulate water in pits
- B. surface-height averaging: smoothing uneven surfaces proportionally to the amount of water above them
- 4. EXTENDING FINITE SIM AREA
- A. extend area infinitely with non-interactive patterns
- B. attach sim to the player - and offset sim buffers in WorldSpace
- 5. WETMAP & CAUSTICS
- A. WETNESS BUFFER: accumulating sim.density via a feedback loop - with gradual fade
- MATERIAL FUNCTION in SCENE OBJECT materials - reading sim wetness buffer
- B. CAUSTICS light reflection and refraction - 3 types:
- - under the water / seen from above the water ---- now advected by sim density (flow-mapped)
- - above the water / seen from above the water ---- using the “wetmap” function / combined with “downward looking” surface normals
- - under the water / seen from under the water ---- postprocess material
- 6. CACHING
- Complex water arrangement: takes TIME to build-up!
- - wait until fine
- - save all sim buffers (“cache”)
- - load cache next time: to define initial sim state!
- 7. DYNAMICS (FUTURE PLANS / NOT YET DONE)
- A. GPU PARTICLES foam and whitewater made of a large number of sim.velocity driven particles
- B. OBJECTS using Niagara GPU-readback, we can send positional data to blueprints / CPU-managed objects
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