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Water on Landscapes - Features explained - FluidNinja LIVE 2.0 PRE-ALPHA

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  1. Water on Landscapes - Features explained - FluidNinja LIVE 2.0 PRE-ALPHA
  2. Video related to this feature list: https://youtu.be/O57K5Aog7Hs
  3.  
  4. 1. HEIGHT-FIELD GENERATION: METHODS
  5.  
  6. A. objects on a flatland: reading Mesh-SDF relative to the flat simulation plane
  7. B. objects on a landscape: reading Mesh-SDF relative to the landscape / adding OBJ height to Landscape height
  8.  
  9. C. level built entirely from objects (no landscape), arrangement is not flat: top-down Depth-Capture using a Camera
  10.  
  11.  
  12. 2. FLOWING DIRECTION
  13.  
  14. Adding the gradient of height-field (a vector field) to the simulation velocity field
  15.  
  16. A. fluid goes downhill
  17. B. flows down on object surfaces ("SDF repels water")
  18.  
  19.  
  20. 3. UNEVEN SURFACE: FILLING GAPS
  21.  
  22. A. introducing mass (water-column-height) to accumulate water in pits
  23. B. surface-height averaging: smoothing uneven surfaces proportionally to the amount of water above them
  24.  
  25.  
  26. 4. EXTENDING FINITE SIM AREA
  27.  
  28. A. extend area infinitely with non-interactive patterns
  29. B. attach sim to the player - and offset sim buffers in WorldSpace
  30.  
  31.  
  32. 5. WETMAP & CAUSTICS
  33.  
  34. A. WETNESS BUFFER: accumulating sim.density via a feedback loop - with gradual fade
  35. MATERIAL FUNCTION in SCENE OBJECT materials - reading sim wetness buffer
  36.  
  37. B. CAUSTICS light reflection and refraction - 3 types:
  38.  
  39. - under the water / seen from above the water ---- now advected by sim density (flow-mapped)
  40. - above the water / seen from above the water ---- using the “wetmap” function / combined with “downward looking” surface normals
  41. - under the water / seen from under the water ---- postprocess material
  42.  
  43.  
  44. 6. CACHING
  45. Complex water arrangement: takes TIME to build-up!
  46.  
  47. - wait until fine
  48. - save all sim buffers (“cache”)
  49. - load cache next time: to define initial sim state!
  50.  
  51.  
  52. 7. DYNAMICS (FUTURE PLANS / NOT YET DONE)
  53.  
  54. A. GPU PARTICLES foam and whitewater made of a large number of sim.velocity driven particles
  55. B. OBJECTS using Niagara GPU-readback, we can send positional data to blueprints / CPU-managed objects
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