I wa wondering because there is fluid flux can the UE5.4 handle in creating waves at that magnitude
I’m afraid you can’t do this kind of thing, yet…
To be clear, you can make something that will make players think you have done this sort of thing, but it will be a very specialized scene with a lot of custom elements in it.
Right.
The curl remains impossible/impractical using a flat plane.
Best approximations are done by synced gliding of a changing mesh across the top of the wave which creates the impression there is a curl.
And most defects of the method are generally hidden by analytical splashes.
The performance cost for that type of scene is atrocious, making it pointless in a videogame.
Since for a short you would just render an Alembic and be done with it, theis means that there is no way to make it practical/useful for anything at all other than testing/playing around.
Since most people work for a living, testing/playing around is essentially uninteresting to the masses - which means stuff like this rarely sees any development/change.
All that said, nvidia’s GameWorks comes to some decent approximations of actual fluid simulations - without the curls…
Thank you all, maybe one day
Like using Geometry nodes
No, you have to do it as a total fake.
You would have wave meshes that spawn on top of a displaced plane, with particle systems covering up the ‘joins’. That would be a minimum.
There is no cohesive way to do it.
Again.
It has to do with the fact that you cannot shift a vertex of a plane that’s able to be drawn into a scene at a low enough cost to run for practical purposes in the way that a rip curl would need it to be shifted.
Youd need tons of tris on your water mesh, and while dragging them up/down is trivial (what waves normally do) introducing x/y motion into the vertex mathematically becomes problematic / makes things look really janky.
Best you could hope for is to reach a near vertical plane as the leading portion of the curl.
Unfrotunately there is no way that the plane would be vertical when you sweep a wave across the mesh - you would always have a tilted plane between 2 verts.
That’s essentially way no geometry nodes or mathematical solutions for this will probably ever exist.
Sure, given enough mesh density and a controlled scenario you could make it somewhat work currently.
But when you use 30k tris on a single 2m tile of water there isn’t much else you can do with the rest of the scene…
Hence why an alembic cache simulation is probably better anyway?