binstream Posted October 13, 2015 Posted October 13, 2015 Let us know what are your requirements (with priorities) for water improvements.
demostenes Posted October 13, 2015 Posted October 13, 2015 - 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
ivan.cuevas Posted October 13, 2015 Posted October 13, 2015 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)
esger.abbink_ Posted October 21, 2015 Posted October 21, 2015 unruly/choppy sea, storm sized waves I believe Ulf has in the past already posted some ideas or links to relevant articles
ulf.schroeter Posted October 21, 2015 Posted October 21, 2015 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)
ivan.cuevas Posted October 22, 2015 Posted October 22, 2015 World of warships ocean-ship (and projectiles) interactions are very interesting.
binstream Posted October 28, 2015 Author Posted October 28, 2015 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.
binstream Posted December 16, 2015 Author Posted December 16, 2015 The water progress looks very promising, heading towards its release in 2.2.
ivan.cuevas Posted December 16, 2015 Posted December 16, 2015 Can you advance some of the improvements or new features? Any screenshot?
forhaxed Posted December 17, 2015 Posted December 17, 2015 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). Best regards, Leonid
demostenes Posted December 17, 2015 Posted December 17, 2015 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.
binstream Posted December 17, 2015 Author Posted December 17, 2015 We are working on a better solution for excluding the external volume of the ship.
ivan.cuevas Posted December 17, 2015 Posted December 17, 2015 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?
binstream Posted December 18, 2015 Author Posted December 18, 2015 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.
forhaxed Posted December 26, 2015 Posted December 26, 2015 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.
cryunreal Posted February 3, 2016 Posted February 3, 2016 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.
ulf.schroeter Posted February 4, 2016 Posted February 4, 2016 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)
binstream Posted February 4, 2016 Author Posted February 4, 2016 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.
demostenes Posted February 4, 2016 Posted February 4, 2016 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.
ulf.schroeter Posted February 5, 2016 Posted February 5, 2016 Maybe interesting https://www.fxguide.com/featured/assassins-creed-iii-the-tech-behind-or-beneath-the-action/ http://malideveloper.arm.com/resources/sample-code/ocean-rendering-with-fast-fourier-transform/
binstream Posted May 31, 2016 Author Posted May 31, 2016 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.
demostenes Posted May 31, 2016 Posted May 31, 2016 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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