Hello there,
unfortunately, according to the fact that many promising realistic water systems for Unity, which I have bought
(and spent a lot of money on), are deprecated one by one, I have decided to develop my own.
(hoping to finish my game someday, which makes strong use of water simulations)
A prototype already exists (not yet in Unity and also without shaders, but first I was only interested in the wave motion). This water system is programmed with Processing (Java) and is based on a modified Phillips Spectrum for more control over the waves and their direction. The example uses my own FFT routine that has not yet been heavily optimized at this moment.
Here is a Youtube link:
You are welcome to write me what you think about it. The next planned steps are the implementation in Unity with shaders. Many Thanks.
Its a very good first effort. Well done. There is no spray or foam but the dynamics look quite well done. I imagine you have values for roughness of ocean or calmness? If you do get it on the app store quick - so you might make some money.
Meanwhile, my Q - I am after an ocean effect. Do you have day and night (inc moonlight on waves)? and more importantly can you rig the camera for 2D looking top down? Need to see it from birds eye view.
Good luck. It looks promissing. Please, just keep in mind the communication with your followers. Even if you don’t want or can’t keep working on this, just let us know what is happening.
Thanks to everyone for the great feedback. While I’m converting the project to Unity (it’s a lot of work ;), here’s a little video by changing some parameters that contribute to the representation of the waves.
( @ : by the way - the top-down view and day-night lighting has nothing to do with the Ocean-Object directly. These things are controlled by the camera-object and the lights in the scene. The Ocean-Object should be treated like any other 3D-Object in Unity can.)
Until then - If any questions arise, don’t hesitate to ask them.
Hi there,
the first version is running now in Unity, but it’s still very slow - less than half of the frame rate than in Processing.
Why, that what’s I still have to find out, but I’m working on it
Keep in mind, I am not a code person so, comments are meant to be constructive! The video reminds me of Maya Fluid Dynamics, very jiggly and the foam static, Is there a way to animate and sync the UV with the Wave direction?
Perhaps this is something you are already aware of and is on the roadmap. What are the Ocean requirments for the game your making? For me, I mostly need a working underwater. FEATURE REQUEST
Surface
Script to change weater (UniStorm, TrueSky, etc.)
waves / wakes / Phosphorus (glow) night foam or Decal / Buoyancy
Hello, I’ve uploaded a few videos to show the current state
own shader, but until now only Fresnel effect implemented
pure Phillips Spectrum with real-time foam, rendered using the Unity Standard Shader
modified Phillips Spectrum with real-time foam, rendered using the Unity Standard Shader
@ : it’s not that easy to say anything about it just looking at the image - maybe something is not quite right with the surface normals (or the scaling is just too small)