Maya Fluid Effects are available only on the most expensive version of the software (they used to call it Maya Ultimate, but dropped the cliche word); if you use Maya LT than nope, not possible.
Yeah, so what does this mean, can’t you use those content creation in Unreal packs, or do you suggest that only a select few have access to that kind of software?
A little off-topic perhaps but what about the real time flow map painting that they showed on GDC, when will that go live? Or has it perhaps already? The demo where the direction of the mouse got painted.
It likely is a shader using a moving 3d world offset position and tessellation to get the main wave shapes. The tube portion might be something else, can’t quite get a good look in that short of time.
Thanks for the suggestion but Suntemple uses shoreline shaped meshes for the effect, not really feasible for my needs (huge island). And this effect looks best from your perspective.
I do not think it will be a content example map. It is meant to be an actual game but who knows if that will ever happen at this point.
There is no external software used for the water. It is all just a static mesh with a vertex shader. It is based on gerstner waves with some custom work for the curling waves.
We did add a string of particle systems for the actual surfing part on the keynote stage, and those were flipbooks rendered out of maya but that was a pretty self contained effect. The plan is to analytically place them without particle systems though since particle systems did not work so well for this.