I was testing it in a real-life scene with tons of foliage, streaming levels etc. and the moment I enabled the fluid calculation it dropped to 5-6 fps. That was in 4.9 though, I’ll give it a try once more.
While testing , I had to remove all collisions from the fluid surface but one, the character, the performance gets better that way, if there are any other collisions things slow down massively. Hope info helps.
I still can’t get work on 4.10 . ___ . Someone can upload already compiled version of because when I try compile project source I got lot of errors in VS
I have issues with compiling too. A compiled 4.10 Version would be very nice !
Where you said ‘performs horribly’ I can only assume you mean when you attach the water to a landscape, if not, I hope you’re also looking into , EPIC should be helping you, considering how many people want , without fluid simulations, a game just doesn’t feel complete, it’s the only reason I’ve opted to go to Cryengine for a specific project. I would really appreciate if was fixed some how.
hey guys are we gonna see Fluid working for 4.11??? i need for my project
Why not just wait for the next major update for the projects with community made plugins?!
when is the next update coming? 4.11 is the best one and i cant wait to use fluid water for my zelda project
4.11 is just released ! Please can anyone update fluid for 4.11 version?
thread really saved lots of my time!
I’ve just got the Fluid Surface working on 4.11.0 version.
I forked it from 's repository.
Here is the update.
OMG you are a live saver ! thank you
oh, that’s very nice nbs!
i have a question, does that work for 11.2 aswell or only 11.0?
It shows error 404. I did a manual search but it’s not there. Please help!
The would be really helpful.
looks awesome, did anyone managed to run it on 4.12?
Fluid Surface 4.12 For You! <3
Dear Community,
I am happy to present to you a 4.12 version of Fluid Surface ! (source code included of course)
I started with a fresh 4.12 project and brought in just a single set of water textures from the Epic Water pack.
I tested the as working in a 4.12 packaged game!
** is a full project you can play with! (download size is 3.82mb)**
.mediafire.com/?kgwzsr99v1rbnue
Enjoooy!
PS: New users, please remember to merge the Shaders folder that come with project to your Engine install directory called Shaders
, you are amazing Thank you.
Oh man, you are the man, ! Thank you very much, I’m so very happy now :o
Haven’t tried it yet, but looks amazing! Thank you alot for !
Okay, I really want to understand the source code, but I’m feeling overwhelmed as a C++ noob. There are two things the fluid surface in UE3 had that version doesn’t: the displacement occurred in objectspace, or along the surface normal, while one works only in worldspace. Also, there was the fluid surface normal node in the material editor that would receive a normal map generated by the surface and could be used by the material.
These two things are absolutely necessary for my project. However, I’m just a beginning programmer and I can’t get heads or tails from the source. Now, I do want to attempt to work on it myself, but if anyone can help with at least guiding me through the code, I would be very grateful.