Ori and the blind forest GPU Water and dynamic wave

Hi ! Hope you’re fine and thank again to be here today to illuminate us :stuck_out_tongue:

from my own since yesterday i have tried your solution and play with. i’ve reconstruct the blueprint node by node to understand the process, the result is pretty good but as
you’ve mentionned unfortunately sometime the framerate drop once the number of cells equal several hundred. (that’s why on this topic i’m really curious to get your concept with the feature written by Wright)

i still have some question or comment, due to my actual lack of 3D knowledge. but i don’t want to annoy you. Even if i think this topic will meet a great success soon.
As we are a lot in term of 2D concerned about new technics.

this is my bunch of question :

1 - i set a very basic water material 'who not handle the ripple) in the construction script for each new mesh in the loop but i can see this is not the correct solution as i can observ a difference between each mesh.
you seem to have already a material who handle ripple correctly and i guess this one should handle the difference between the top wave color and wave color (guess it’s handle trhought fresnel) could you light me on this material settings.

2 - if i get correctly the concept of the reflection blueprint it handle only the simulaiton of the top wave itself, what about the rest of the water surface below the wave ? should it be handle by an independant plane mesh with a material with distorsion
or in your logic you intend to use the different face of the cube mesh ? because in the movie when the character is below the wave we can see in transparency the ripple surface

3 - i’ve tried to add a function to apply a force to generate a simulation when i want while changing the number of cell to a random value but it doesn’t work, actually i can only do it again when i’m changing the value cell number “which is public” in the map while i’m playing the game.

Eagger to get your answer