Will the Fluid Surface you provided work with Unreal Engine 4.14.1?
Hi folks.
Iâve been lurking and following thread and wanted to share with you what weâve been working on.
://vimeo.com/198479571
Plug for my game aside, weâre running a multi-threaded, CPU-side real-time fluid surface solver thatâs fully cross-platform. We first built in C# & XNA and had it running on the 360. Then in Java & ActionScript to have it running on Android via Native Extensions, before porting to C++ and running in the Havok Vision engine.
Iâve finally done the work to bring it to UE4 and already have it as a in our own project as seen in the video/GIF above. There was a lot of internal debate, but weâve decided to make into a free !
I need to clean up the code, write some docs and decide exactly how weâre going to share it, but hopefully will be of some use to many more of you out there
What we do have is:
- Runtime Mesh generated surface
- Multi-threaded fluid solver (Navier-Stokes equations)
- Fluid Volume (for buoyancy, fluid movement resistance)
- Fluid Actor component (for interacting with the surface; but adding buoyancy forces)
- Blueprint functions and Events (to add surface forces; know when an object hits the surface; or enters the volume and more)
Oh, and in that video, the surface has 256x256 vertex dimensions (65â536 verts total) and still runs at 60fps on my laptop, without batting an eyelid
Really cool Jawdy! look forward to seeing it!
Your game there looks very fun as well.
So all could be done via the physX flex but only for Nvdia gpuâs?
Thanks, to both!
Yes and no.
The solution I present above and what most of thread is about, is a simple surface fluid solver, rather than an entire fluid volume. Flex presents entire particle systems and while items such as Waveworks are awesome, theyâre also pretty CPU/GPU intensive and donât support mobile platforms.
So, the âYesâ part, is that Flex/Waveworks would allow you to perform great fluid simulations.
The âNoâ part, is not without fairly high overheads and lacking mobile support.
A few pages back on thread, someone mentions about porting the current from a GPU solver to a CPU based on, so that it can be more platform agnostic/friendly. Also, the surface solver (and simple buoyancy volume) in my upcoming is both multi-threaded and pretty lightweight. For example, my last tests on a ZUK Z1 Android device were with a 128x128 surface and it ran at 60fps⌠that reminds me, need to check the latest version!
Hello. We have tried 4.12 version and 4.13 converted to 4.12 - on both versions there is duplicated plane when Early-Z Pass is set to âOpaque and masked meshesâ.
Also any tessellated material doesnât compile due error: Error [SM5] FluidSurfaceVertexFactory.usf(720,53): error X3004: undeclared identifier âView_ViewOriginâ.
Is it something which is possible to solved easily?
Also found bug on other material:
Translucent, unlit with such setup
Errors:
Error [SM5] Material.usf(1576,33): warning X3206: implicit truncation of vector type
Error [SM5] FluidSurfaceVertexFactory.usf(417,12): error X3003: redefinition of âTangentZâ
With channel 0 or 1 it works fine
Is it possible to reupload the on the link doesnât work anymore.
is hosting the here now:
https://.com/marynate/
Looks cool. Was ever released?
Is old water surface somehow workable in 4.18 ? If not, what would be common accepted substitute for such water ? Thank You.
Any that will ever be resurrected?
Yeah the project works great for 4.12
Although you should be able to just take the fluid surface actor from the official Content Examples. Itâs in the Render Target example level, or something. Should be able to swap in some nice textures, adjust the material, and have something thatâs basically .
A lot of people are working on water solutions on their own. Should see more stuff pop-up in the next few months. Or you can always use Nvidia gameworks water.
No idea if works or how well it works but beautiful person updated the to 4.22 https://.com/KnIfER/-ue4.22
Link gives 404? Is it removed?