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Shallow Water WIP - Unreal Engine 4

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My implementation of Shallow Water Equations for fluid flow generators (rivers, ocean beach waves, volcano magma, mud). Simulated on 256x256 texture that covers 50x50m size area. Features: - very stable and conservative water simulation uses the method of discretization described in the publication “Real-time Simulation of Large Bodies of Water with Small Scale Details “ - very efficient, only 2 render target steps (advection combined with height integration velocity integration), dt=0.1 - can be paused and used as prebaked river mesh and flow map. - foam allocated in the alpha channel - dynamically generated caustics - surface wave, foam caustics, velocity-based advection - underwater nad waterline What next? - better foam spawn - Niagara splashes - velocity-based interactions and wind - spawning and removing water I know it looks a little unfinished yet but it took me over one month of R&D.

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