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Water improvements


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Posted

Let us know what are your requirements (with priorities) for water improvements.

Posted

- Spline based tool for creation of re-editable river meshes (road tool which is already planned can be modifed for this)

- It would be nice to have some underwater shader (ocean, lakes, rivers).

- River shaders

Posted

I'm intereseted in new water capabilities. I found some problems computing waves height, and also I want to know:


 - Will there be water displacement? (ships moving over the water surface)


 - Will there be particles projected over water surface? (foam trail)


  • 2 weeks later...
Posted

unruly/choppy sea, storm sized waves

 

I believe Ulf has in the past already posted some ideas or links to relevant articles

Posted

I believe Ulf has in the past already posted some ideas or links to relevant articles

e.g. https://developer.unigine.com/forum/topic/2390-rendering-techiques-2013/?p=13157 for great local ship wake effects

 

or https://developer.nvidia.com/waveworks for incredible choppy waves and foam effects

 

or http://outerra.blogspot.de/2011/02/ocean-rendering.html for excellent shoreline effects

 

Of course such kind of simulation-quality ocean rendering systems require quite some implementation work (like cloud rendering system discussed in another post), but once again such features could be a real differentiator in comparisson to other game engines and key argument for Unigine selection for serious games and simulations (like Unigine double-precision support, vast forest rendering and large world streaming capabilities)    

Posted

It seems that there is a lot of requested features, it might take some more time for implementation, so now we are targeting for 2.2-2.3 releases for the water improvements.

  • 1 month later...
Posted

The water progress looks very promising, heading towards its release in 2.2.

Posted

Can you advance some of the improvements or new features? Any screenshot?

Posted

Can you advance some of the improvements or new features? Any screenshot?

 

Hi Iván!

 

The main features of our new water object at this moment:
 * Geometric waves with physical interaction with objects (intersections calculations);
 * Beaufort scale support;
 * A brand-new physical-based shading.
 
On the screenshots below you can see geometric waves in wireframe mode. Geometry is created on the fly with a help of the hardware tessellation (calculated on GPU).
 
post-1759-0-18917800-1450341794_thumb.pngpost-1759-0-47796400-1450341799_thumb.pngpost-1759-0-78763900-1450341840_thumb.png
 

Best regards, Leonid

Posted

It would be nice to have some material through which water will be not rendered (some DepthMask shader). So I can create mesh in the exact shape of ship hull and engine will not render water inside of ship. Current solution is not working well for more complex ship shapes.

Posted

We are working on a better solution for excluding the external volume of the ship.

Posted

Denis is right... it's promising!  :wub:

Congratulations guys.

 

It's not mentioned, and probably you are aware of it, but there are two questions related with moving objects over water surface:

  • Will be able to render foam trails on to the water surface?
  • Are you going to implement water displacement?
Posted

Currently there is no shading on that screenshots at all, they just demonstrate the geometry.

 

Foam trails are planned. As for water displacement - still doing some research.

  • 2 weeks later...
Posted
Work in progress.

 

On the screenshots below there are early (very early!) and simplified water surface shading (combined together with geometric waves approach). Maximum wave height is about 32 meters, average waves height ~16 meters.

 

On the last screenshot there is an prototype of refraction and bottom coloring.

post-1759-0-58144000-1451135644_thumb.jpg

post-1759-0-93654300-1451135646_thumb.jpg

post-1759-0-42126400-1451135648_thumb.jpg

post-1759-0-56178100-1451135651_thumb.jpg

  • 1 month later...
Posted

Work in progress.

 

We have made more realistic algorithm of animation for waves. But this is not enough, we need to make a realistic foam, because without a foam, water will never be like a real.

 

 

post-1179-0-69416000-1454521980_thumb.jpg

post-1179-0-87452900-1454521983_thumb.jpg

post-1179-0-93481000-1454521985_thumb.jpg

post-1179-0-97056500-1454521988_thumb.jpg

Posted

Nice work. Will there also be realistic 3D ship wakes available as provided by other engines (e.g. HAVOK, VBS3, DCS) ? Without such functionality the new ocean model would not be really usable for any serious naval simulation.

 

Another key feature for serious naval simulations is the need for localized, regional wave height modulation e.g. for realistic simulation of only very small wave heights within habour region and - at the same time - huge wave heights outside the habour region during stormy weather. The same is true for wave height reductions at coastlines to avoid unrealistic wave intersection in land areas. For serious naval simulations also explicit access to the wave algorithm is important e.g. for intersection/height calculations on the CPU-side.

 

In fact there are even more aspects/requirements for usability of an ocean model for professional simulation requirements (see this video of the HAVOK ocean model implementation based on our company's simulation requirements)

Posted

Nice work. Will there also be realistic 3D ship wakes available as provided by other engines (e.g. HAVOK, VBS3, DCS) ? Without such functionality the new ocean model would not be really usable for any serious naval simulation.

 

Another key feature for serious naval simulations is the need for localized, regional wave height modulation e.g. for realistic simulation of only very small wave heights within habour region and - at the same time - huge wave heights outside the habour region during stormy weather. The same is true for wave height reductions at coastlines to avoid unrealistic wave intersection in land areas. For serious naval simulations also explicit access to the wave algorithm is important e.g. for intersection/height calculations on the CPU-side.

 

In fact there are even more aspects/requirements for usability of an ocean model for professional simulation requirements (see this video of the HAVOK ocean model implementation based on our company's simulation requirements)

 

Ship wakes will not be ready for 2.2, but are planned for 2.3 release.

Wave height falloff is also designed but not implemented yet, more likely to be added in 2.3 release as well.

Posted

binstream, on 04 Feb 2016 - 6:13 PM, said:

 

Wave height falloff is also designed but not implemented yet, more likely to be added in 2.3 release as well.

Great, this is very useful even for us.

  • 1 month later...
  • 2 months later...
Posted

Is it critical for you to have transparent objects rendered under water?

There are some challenges with it, so we would like to postpone the feature and focus on the shoreline rendering instead.

Posted

Shoreline is more useful for us.

Posted

Is it critical for you to have transparent objects rendered under water?

There are some challenges with it, so we would like to postpone the feature and focus on the shoreline rendering instead.

 

If alfa test/blend works, no problem at all, shoreline is much more useful.

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