Fluid Flux 2.1 - Stormy ocean [Unreal Engine 5]
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- เผยแพร่เมื่อ 21 ก.พ. 2024
- A new example map in Fluid Flux 2.1. The new map showcases the infinite ocean setup and large-scale stormy waves. This simple example does not use any domains which makes it super efficient.
The Volumetric clouds material, taken from my Infinity Weather system, is included solely for demonstration purposes and is not part of the Fluid Flux pack.
Fluid Flux: www.unrealengine.com/marketpl...
Release Notes: imaginaryblend.com/2024/02/22...
Demo: imaginaryblend.itch.io/fluid-...
Discord: / discord - เกม
very cool! would love to see a solution for big splashes when the waves hit the pylons.
So cool to see it stretch out infinitely.
This is great! I plan on using this in my game, I needed a ocean scene.
Absolutely incredible work, as always!
this is the most beatiful water in gaming history
Using Fluid Flux! Love it 👍🏻
I just bought this. Glad to support your development. Excellent work.
I really want to see this in future games!
Out of all the fluid simulation attempts on Unreal Engine 5, yours is by far the best. I really hope someone high up at Rockstar sees your work and connects with you. Maybe they can figure out how to bring this tech to their engine with your help.
This should be the new standard for fluids in games going forward.
Is the ocean infinite? Or is it contained with in a boundary for things like swimming and physics.
I wouldn't go beyond 20km from the center of the map because the Large Coordinate system still needs some improvements.
This is absolutely breath taking
Great work
There's something almost existential about 0:53 , just the idea of standing on a lone island, in the middle of an endless, storming, red ocean. Amazing work, would love to see it in a VR project 😁😎
This is Awesome!!!
A very noticeable weakness in this is the foam mechanics. They disappear too fast, when they should remain longer. A good example : "WARSHIP Hit By Monster Wave Near Antarctica" by Licet Studios uploaded youtube 2 years ago.
You are right, I still need to work on this foam. Thank you for the reference!
you're most welcome! looking forward to your future versions!@@ImaginaryBlend
This looks awsome! very cool for boat simulations etc, so would this also support VR?
The fact that someday we'll see water like this in an open world MMO is mind blowing.
Looks great. Are splashes possible? Would add to the realism with impacts such as jumping, waterfalls etc.
amazing!
I have fluid flux and following all updates, it's amazing! I miss foam around skeleton mesh and static meshes, for now it's only around terrain from what I know. And it would be nice to get splash water (particle based on character location) on top the water when the water collide on that storm... like Horizon Forbidden West. Just feel tips I miss for now. I saw you're doing bubles underwater as well, that's great.
I hear you :)
@@ImaginaryBlend awesome :) I'm excited for the next updates, I'm already using on my project.
How are the reflections in a chrome sphere in the various raytracing modes with an infinite ocean like that?
Great work! Does it work with native path-tracing in UE? If it does I'd like to test it in our renderer too :D
Love the update, having it stretch to the horizon makes it more appealing vs other assets now, on top of the current fluid flux features. Can you do a video how it looks, on a distance vertically? like on a plane, would want to check how it manages tiling. Thanks
You can play the demo and check (use mouse scroll to make the camera far) :)
@@ImaginaryBlendim sold, will save someday hehe.
lovely
Perfect
I have seen your things in the UE Marketplace... I'm curious if Fluid Flux is interactive with any dynamic weather system or even your own Weather things in the Marketplace. I was pondering trying this Fluid Flux out, for a Vary Large Open World crafting game... From what I have seen It looks like the water in Fluid Flux behaves the same across a entire level / map...
I wonder if it’d be possible for the water to freeze into ice.
Cool! any plans for network replication?
Is it possible to adjust the intensity of the ocean?
I can't wait to see you credited in a game like Sea of Thieves;
Looks almost as good as Sea Of Thieves’ ocean. The really impressive part though is the complete lack of tiling. That’s impressive.
I am thinking of buying the product, I have a few questions (I have tried the demo and skimmed the fluid flux document).
1. Does buoyancy work with the waves? I am thinking of implementing a camera so it can somewhat move like a boat or a ship in the waves. Is it possible with the specific style (Shallow Water Equations) system you have built?
2. How easy it is to implement this into a new scene? Is it a one button endless sea or does it require another mesh to apply the fluid flux type of deal?
3. Does it work well with other assets environment assets? For example the lighting of Ultra Dynamic Sky?
Is posible that we see this in the next subnáutica?? Or something like this
I need a tutorial about how to set up Boats in fluid flux please
Amazing, make more videos of examples!
looks awesome. does it replicate over the network for multiplayer?
no, It's a Fluid Niagara simulator
What's your professional background? Physicist/programmer?
how to render fluid flux simulation tutorial please
Are wave breaks possible in this simulation? Incredibly awesome work.
What kind of waves are these? Are they FFT, Gerstner or somthing else?
FFT animation generated in blender combined with layer of advected detailed waves.
I had questions: so in order to simulate water? Everytime we must click the play simulation button in order to make water ,isn't true? Is there other way that we can keep the water without click play button? Other questions is : where is beginner bassic tutorial for this plugin? I only find mid level+advance tutorials only
Youcan export to state and use it as initial state in simulation domain. Everything you need is in the documentation and examples provided with the product :)
@ImaginaryBlend well let's be honest : not many people understand and read the document ,yes they did but not many of us did ..how about u make tutorial on TH-cam how to bake animation for beginner?i believe that video will can also bring more viewers and more subscribers came to your channel ..am I right?
Bro please upload your ultra nice contents regularly and faster now😢
so this does not work in multiplayer?
Ocean Man
wuuuuuuujuuu
Quick question why can't fluid sim be replicated? Or is it theoretically possible
Simulation involves a lot of data to synchronize with servers, so there will always be some differences. This video does not present any simulation; it is a prebaked animation of a wave, so theoretically, it could be easily replicated.
@@leonardm6736 you are asking wrong person :)
@@ImaginaryBlend Ah thanks for your answer, I thought this Ocean was simulated
Hey, check out how awesome Fluid Flux worked in our first video (end of Episode 1), great asset! 🤖
My pc would scream
I dont think so :) You can test the demo on your PC - link in the description.
It is much more bugged in UE5, at least the demo
Jesus Christ dude
Haha, I love how all these promotional videos have ads in front of them. Monetizing ads with extra ads! I'd like to actually see this thing in action, but I'm not gonna sit through 30 seconds of brainicide for it...
I understand your frustration, but it's TH-cam; they recently started an intrusive campaign to force a subscriptions. It does not matter if creators activate earnings on ads. You will see it anyway. You can download demo (link in t he description) and play it without any ads.
How can I don’t experience fluid flux?(After seeing price)
Bro wtf do you think I am rich😢 I wanted to play this or experience this but I can’t because of the damn price!
I face the stability problems with Fluid Flux in UE5.3 When you create floating ship with quite large details and try to either land on it with helicopter or just stay on deck, FPS dramatically reduces to 2FPS and its nearly impossible to play the game, When I check task manager I see GPU load reduces to zero. WHY? Fluid Flux cant process large detailed objects floating with player on it?
Your use case does not seem complicated, there is nothing that could affect the performance this way. I think it may be some engine bug (chaos is new) in collisions that in this case probably can't resolve collisions between large and small objects and iterates infinitely. Please send me an email with more details and the minimal project for testing and I will take a look.
Amazing work. My dream has always been to nerd out on some game mechanic/graphical system, and this is definitely motivating.