Fluidity - NextGen Fluid Dynamics - [ RELEASED ]

** Fluidity Requires Unity Pro DX11 **

Announcing the release of my integrated fluid dynamics system for Unity. If you are interested in next gen style fluids like you are seeing in all the biggest new titles, then this is the tool for you.

Overview
Fluidity is a tool for creating realistic fluid simulations inside Unity. Using the tool you can populate your world with 100’s of fluid systems, all updated and calculated in real time with performance enhancing features such as instancing, culling and active level of detail. Fluidity gives you a whole range of physics parameters, quality controls and visual tweakables in order for you to get the most out of the system while keeping the overall frame cost to a minimum.

Demos
::Angry Bots Flamethrower
::Ruins Demo
::Jet Engine

Feature List

  • Create fluid systems and sort/render them in the scene amongst other rasterized geometry.
  • Complete control of simulations, grid resolution, low quality mode, 2nd order correction, vorticity confinement, pressure iterations, vorticity scale, emission force, reaction speed, gravity and viscosity.
  • Choice of emitter modes, either emit from sphere or from a user defined 2d texture.
  • Fluid instancing, re use the same simulation multiple times with different rendering parameters, using this you can render 100’s of simulations at a fraction of the cost.
  • Culling and dynamic level of detail.
  • A generic ray marching framework that you can use to render any 3d texture and for it to be completely integrated in the scene.
  • Collision spheres.
  • Temporary emitters, emit up to 4 different colour gradients in the same volume, each from separate emitters.
  • Global rendering controls and quality settings.
  • Link lights to simulation.
  • Fully documented source code as well as getting started tutorials and advanced explanations of all components.
  • Optional scatter based heat haze, with controls for light diffusion.
  • Ability to fade off fluid as it reaches the edges, with full control over size of fade.
  • Optional unbounded fluid (does not collide with it’s own volume).
  • Custom blend modes, with support for; alpha blending, additive blending and selective mode.
  • Turbulence wind zones, provide some localised directional wind to your simulations.
  • Translating fixed grids, move you simulations through the world, and have the simulation react accordingly.
  • Heat receivers, allows for GPU to CPU feedback, with option to send events when temperature reaches a specified level.
  • Public API.

Can be used with the Oculus Rift!!!

Video:

FlamingBots Tutorial:

Screenshots:

Asset Store

** Fluidity Requires Unity Pro DX11 **

1 Like

I’ll speak as advocate for this, it’s seriously impressive spectacle to be seen outside of prerendered simulations and i can see it having uses everywhere just for the hell of it. It does lack some features that i’ve discussed with the author that hinder me from feeling it is fully ready for my needs (My needs currently being time critical i hope he gets on with it haha) but should those features be added, then I cannot see this as not being one of the most impressive things ive seen running inside my Unity editor. Thing is this can be anything, it can be a waterfall, it can be a waterfall of sludge, i imagine when the collision is in shape the author should reimagine the walking through sludge from Shrek with it (Hoping it gets to that kind of stage), smoke, flame, belching fumes, you’ve seen it up in tech demos for next gen (Like in the new Unreal demonstrations in fact), and now you can have it.

In it’s current state, its absolutely worth the dosh, you should get stuck in, you’ll find a use, and with more people buying it, more incentive to develop it, and looking at the guy’s to-do list means yeah, this is pretty nifty! Oculus support intended too! Crazy

Thumbs up and will be getting a glowing asset store review when i’ve used it in a practical sense in which it’s fair to help sell it to people on an actual store through practical implementation. First impressions very very good though. I’m liking all this compute stuff, more!

I didn’t see any heat distortion effect. are you planning on adding this later? That would make it next gen or current AAA

Nice work though

edit:

heat distortion similar to this

It didn’t really occur to me that a heat distortion effect would be within the scope of a fluids simulation but i’m ignorant too, maybe this is expected or trivial

It’s possible but not cheap if you want to do it properly.

is this something you would consider adding?

Do you think your system will be good for jet propulsion effect? do you think you could make a demo of this?

Yeah sure, if there’s enough demand I’ll add it for the next update.

When do you propose your general timeframe will be for updates? I’m not the type for email nags but some unbound or at least falloff (or both) behaviour for a volume would be great as i’m meant to be making a very very big fire for an installation in a coulple of weeks (wood fire with more questionable things leading to more fumes and belching smoke) and your thing was just bam, perfect, by all means a heat haze if costly can be done, just put the label in red letters, my GPU is strong (I think). Its a testament to a good asset that my imagination goes crazy aha, i’m thinking of how to use it for spot fluid effects but i am intrigued by what other ‘typical’ shader properties it can recreate - reflections, refractions and so on. A cloth shader haha. Any impressing the guys i’m sticking this into would def mean some exposure, im told. You can let me down harshly if you wish, im sure some things just cant be done, but it’s nice to thing about.

Where is the fluid in your asset? looks like smoke or fire to me. Fluid flows DOWN, not up

I don’t think that’s right sorry.

Just tell them you’re giving them added value by giving them fluids that go up and they can go to bed less confused

"I don’t think that’s right sorry. " lololollol what kind of answer is that???

smb02dunnal are you serious? don’t you think you should elaborate a bit more than that? you’re selling a product, you owe a better explanation than that.

Fluids can be either a liquid or gas. Smoke/flames follow the same principles of fluid dynamics as water/liquids.

1 Like

Ok, then. For a $100 i guess you don’t want my business. I just thought you call it fluid, but don’t show ANY actual fluids in your video. Thanks anyways.

/moving on

Since you seem to care… :slight_smile: Does your product support actual fluid dynamics? Say I have a small body of water, and I lower the terrain under it, will the fluid move down?

I’ll shortly make a complaint that you a trolling a thread, VicToMeyeZR, as you are either trying to bother those in the thread who know better than you for who knows what reason, unless you desist and go back to learning simpler things than energy states. Let someone sell a good release in confidence without childish non-contributions please

1 Like

We support both liquids and gasses - you can find the relevant information on that in my thread on these forums (not linking here out of courtesy).

As for Fluidity, I can definitely vouch for it supporting all kinds of fluid dynamics - the algorithms behind the fluid simulation are sound, and it’s some pretty impressive stuff! Glad to see this released, been following it since the DX11 contest.

1 Like

I’ll join in the good times as I own both Thinksquirrels Fluvio and Fluidity also, both very interesting approaches to similar problems, both having specfic use cases

Troll? really. I asked where his fluids were? I watched his videos, and was interested in the product… His answer gave me all I needed to know. Hey if thats trolling, then fine. I’m a troll!!! (one that has spent $5-7K in the asset store btw)…

Whoah, slow down guys, I was in bed sleeping :slight_smile:

Well, VicToMeyeZR, we use fluid dynamics in maths to describe and predict the movement of liquid/gas bodies. I can see where you are coming from though, the term fluid is more often than not used to describe a liquid substance, but that’s not always the case, and it’s wrong to say that fluid only flows down.

In fact, the set of equations I have used can be applied to simulations of both liquid and gas states (as they both come under the umbrella of fluid mechanics). So physically talking, the simulation already handles liquid fluids (such as water) as well as gas fluids, it’s only the rendering solution I’ve used that’s holding it back.

If you’d like, for the next update I can include a ‘liquid fluid’ option which could be toggled on for each of the volumes, I already have much of the code (albeit in separate personal projects) to do this style of rendering, and it could even reduce a step or two in the renderer…