Question about Unreal 5.5 using fluid flux [Problem of Wave section]


Hi, I’m using FluidFlux to try real-time changes of waves within runtime.
Currently, it has been successful to make physical changes to waves (e.g., real-time simulation changes with changes in the value of the actor in the cross-section example map).
The problem is that the cross-section of the wave looks like it’s cut like a cliff, and it doesn’t look visually good.
I want a tubular wave that is maintained in any situation.
I hope the cross section of the wave has a neat curve like the second image.
Is there a way to solve it?

(It is not an English-speaking country, so my English may not be good. I would appreciate it if you could understand.)

(Second image video: https://www.youtube.com/watch?v=qj9DWUSwYGc)

Hi @AnotherOne00, I hope you are doing well. I understand you are experiencing an issue with the wave cross-section appearing as a sharp cliff in FluidFlux. To achieve a smoother wave cross-section, consider the following approaches:

Increase Simulation Resolution: Enhancing the resolution of the simulation grid can lead to more detailed and smoother waveforms.​

Adjust Material Settings: Modifying the material parameters, such as the wave amplitude and frequency, can help in achieving the desired wave shape.

Utilize the Mesh Generator Tool: FluidFlux offers a mesh generator tool that can be used to create custom wave meshes with smoother profiles.

Visual Guide:

Fluid Flux 3.0

I gathered all this information from the documentation. I recommend checking it out. If you need further assistance or have any questions, please leave them in the thread.