Ship Simulation In Ocean

I want to create Ship Simulation in unreal 5.5.4 with infinite ocean. I am using waterbodyocean with flat landscape. My ship’s length is 300m. I want to create wakes and ripples of Ship in water and I don’t need buoyancy as its data comes from another application. How should I proceed? using BP_FluidSIm_01 creates effect such as ripple but it doesn’t have option to provide velocity.

Hello there @Priyank_s.93!

Since you already have buoyancy covered, and just need to focus on simulating the ocean, I would suggest following the UE community guide on the topic:

Alternatively, there’s a video series that dives deep into the subject, check their playlist.

Wekes and such are usually added in from RTV or some other similar stup where a specific (and for water most definitley flowmapped) texture is used to generate the wake and displace the water in the correct direction.

hi @brs-sebascova thanks for reply. I will follow the tutorial and watch videos, will revert back.

I am new to Unreal , can you provide some tutorial links or stuff?

hi @brs-sebascova , I have created the water material using the tutorial, but it doesn’t talk about object interaction. My Ship already receives position, and yaw pitch roll from another another server. I just need the ship’s interaction with water and generate foam, wakes and ripples there. I tried the existing BP_FluidSim_01 and dynamic force component, but its drawback is that it doesn’t takes force direction as input so my moving ship appears as if creating static droplet ripples in straight line in oceanwater. Please provide help regarding this.

This is not noob friendly stuff. A water material without basics can take you over a year to achieve.

Look up for GPU gem articles on Grstner and manually implement the formula best you can using unreal’s nodes.

Then look up epics content examples - one of them is a water sheet where the player generates the wake by having a material trace his position over the world XY. That is a good basis to start understanding.

Once you sort of figure out what is what you study up vector fields, then translate or adapt the garnered knowledge into combining the material.

This also allows you to do flow maps, and combine those to the “analytical” splashes or whatever other thing you want to implement to happen on the water sheet.

I think a tutorial on flowmaps of sort

These techniques apply to other things too, like grass deformation done correctly for instnace

All of these things/concepts aren’t really for beginners - it’s akin to a caveman wanting to build a rocket to go to the moon, really.
Start with reaching the iron age, it’s only some 1000 food and 800 gold if my memory serves :winking_face_with_tongue:

Any easy way to just show show wakes, splash effect on the water created with the above mentioned tutorial?

No, there is nothing easy about this process really. And it’s 80%trial and error at least…