Fluvio - Fluid Dynamics for Unity

EDIT: FluvioFX is now available(for free)! See our [announcement]( Fluvio - Fluid Dynamics for Unity page-15#post-4074496) here, and get it here. Much of this thread is outdated and kept for historical purposes. Some links may not be functional.


Fluvio

Fluvio is a solution for real-time 2D/3D fluid physics. Fully integrated with the Unity editor, Fluvio is compatible with desktop, mobile, VR, and other platforms.

Fluvio beautifully simulates both liquids and gases, with a custom plugin system to extend its functionality. It’s perfect for water features, steam, fire, smoke, paint, blood, and more.

Features

Get moving with FluvioMotion

Simulate particles at higher timesteps than conventional physics solvers. GPU compute with FluvioMotion technology helps you hit demanding framerate requirements for VR and mobile platforms.

Familiar look and feel

Fluvio’s easy-to-use interface lives directly within the Unity editor and offers full compatibility with Unity’s native particle system. Use the tools you already know and love to create amazing liquids and gases.

Advanced features for any system

Multi-fluid simulation, texture-based collision, and collision with 2D and 3D shapes are just the tip of the iceberg. Power users can take advantage of our robust custom plugin system to extend functionality.

Updates

March 10, 2017
One good update deserves another. On the heels of our big January update, Fluvio 3.2 introduces VR support for the fluid effect. Currently in preview, VR support will be expanded in future releases.

Additional rendering improvements include a soft particle factor for cleaner intersections with opaque objects, depth blur, and refraction:

Finally, the fluid effect will once again roughly sort with opaque and transparent objects (pre-3.1 behavior). The fixed depth behavior introduced in 3.1, an optimization for 2D scenes, can now be accessed via the new Depth Mode property. Depth calculation can be turned off completely by setting Depth Mode to None.

Additional fixes:

  • Fixed an error causing WebGL builds to fail
  • Minor compatibility updates to Fluvio Examples and Fluvio Selections projects
  • General bug fixes and improvements

Jan. 14, 2017
The first update of the 2017 is a huge one. Fluvio 3.1 contains several new features and fixes including support for texture-based collisions, new foam simulation, Android compute support, and an all-new fluid effect. Under the hood improvements offer much lower overhead for better mobile and CPU performance. Compatibility issues for Unity 5.4 and 5.5 have been resolved and many other bugs have been squashed.

Other bug fixes in this release:

  • Various compatibility updates for Unity 5.4 and 5.5
  • Fixed an issue where text did not show up correctly while Live Edit was disabled
  • Fixed issues causing some mobile builds to fail
  • Fixed an issue with AMD GPUs under OpenCL
  • Fixed an issue that could cause a fluid to become disabled
  • Fixed various minor issues with FluvioMotion (motion extrapolation)
  • Many general improvements to simulation stability

Oct. 28, 2016
The price of the standard edition of Fluvio has been lowered to $49! This version offers all the features of Fluvio Free, but without a 3,000 particle limitation.

Additionally, support and updates for Fluvio Pro have been discontinued as of Oct. 28, 2016. While Fluvio Pro is no longer available for purchase, earlier releases of Fluvio Pro can still be used. Fluvio Pro users also have the option to obtain a standard Fluvio license free of charge through the Asset Store.

The standard edition does not include full source code access, but source code licensing is available.

Download Fluvio

[Links removed]

Media

Video

A video showcasing Fluvio’s GPU solver - 65535 particles (project not included).

Getting started with Fluvio

Screenshots

The following screenshots use Scion (not included) for post-processing camera effects.


Fluvio Examples: Waterfall


Fluvio Examples: Three


Fluvio Selections: Fountains

1 Like

I am very interested. what’s the implementation like? How do you add it to the scene?

Thank you for your interest! Fluids are implemented using a modular component structure. One component defines the fluid and its properties. The other components are emitter components that control where the fluid comes from, or fluid plugin components, which do…just about anything. Finally, you can emit a prefab with every fluid particle, which can contain particle plugins. You can place as much or as little as you need for your project requirements.

The whole workflow is pretty organic and what you would expect to do in Unity, and is documented. I’ll be making a workflow video very soon to show these different features.

Hmm. I thought i saw this got submitted before or something like dat before. Fluid sim is one thing that is very hard to make and well i think it is def worth the money. Will check it out.

Just wanted to announce that Fluvio has been released, and is currently on sale for $50 USD! Hurry and pick it up before it reaches its normal price of $75 USD.

Hi guy, nice job
Is it possible to simulate some kind of sand, fluid physics and nice renderer ?
If yes can you show it with a webplayer please ?

The online web demo keeps sending me to download unity webplayer but I have it. Any videos instead?

Looks great! And thanks for addressing Mobile in your Product post! Will definitely check it out.

Had the same problem, try to reload the webpage multiple times, that helped for me.

Hey seb, and thanks! Sand simulation is possible, but a plugin would need to be written to handle things like sand wetting properly. Better built-in granular physics is on the roadmap.

I’ve noticed this issue too. I’m currently working on it. Also, I should have a video out by next week.

Thank you! =)

Wanted to let you guys know that 1.1 is on the way - it has a few minor bug fixes, some more documentation, and a couple of features. I’ll have more information on 1.1 by the end of the week.

Very interested in buying, but I have the same problem as others with your web demo. Will wait until then, but great work nonetheless :wink:

Looking great! Gotta brainstorm me some physics puzzlers. :slight_smile:

Hey ThinkSquirrel, I seem to recall your original post mentioning aerodynamics processing, right? Could you specify how that would work? From what I can tell from the demo all the fluids use a particle-based approach? Is that how aerodynamics are handled as well, or do you use a navier stokes solver that interacts with colliders? Oh, and any of this in the current release? I’m asking this because I like tinkering with subsonic flight dynamics (think gliders and parachutes), but my own implementations of the physics are quite lacking and I’m looking for something better.

Hey folks, just wanted to give an update:

I’ve got the shader running on mobile devices now! Unfortunately, since Unity mobile doesn’t currently support depth textures, getting the fluid to composite properly in 3D scenes currently takes some creative camera work.

Unfortunately, aerodynamics got cut from the initial release, in order to focus more on a particle approach. I am currently looking at more applications to use the solver besides just particle physics, though, and aerodynamics is high on the list.

Speaking of 1.1, I have some more info for you guys about the release (which will be coming within the next few weeks):

  • Vertex softbodies - Advect meshes instead of particles for softbody simulation! Allows you to create softbodies with your own meshes.
  • More emitters - Line emitter (random and uniform), plane emitter (random and uniform), cube emitter (random and uniform), circle emitter, and ellipsoid emitter.
  • Buoyancy demo - A simple demo scene showing how simple buoyancy can be achieved (for boat simulations, floating objects, etc.)
  • Video tutorials, footage, and documentation - More documentation will be included with 1.1. I will also be releasing some videos of Fluvio in action.

Please note that the 1.1 release will mark the end of Fluvio’s introductory sale, and the price will raise to $75 USD.

Thank you to everyone who has purchased Fluvio! Please feel free to show your support by leaving a review. Also, don’t hesitate to contact me with any questions regarding product issues and support.

Just uploaded a demo for the 1.1 beta to http://thinksquirrel.com/products/fluvio/demo. If you’re interested in beta testing 1.1, shoot an email to support@thinksquirrel.com with proof of purchase, and I can get it to you by the weekend.

The webplayer doesn’t work in either Chrome or IE.
Both return "invalid file length.
Any chance to see a video of it ?

Sorry about that - it was still uploading when I posted it. Try refreshing the page or going to the link in the first post.

Videos will be coming very soon =)

Wanted to let you guys know that I’ve decided to do an overhaul in the class structure/splitting off the API and some major performance boosts (no more instantiating/destroying particles!) for the 1.1 release.

Maybe a web build after all is done would be good. Sounds like a good plan to make it smoother and if there’s no instancing/destroying, how do you make the particles? By disabling/enabling them?

Correct. It enables/disables the particles and their solvers and uses instance caching (up to the max particle amount) - it’ll only create new objects if that number is increased, and periodically destroy if the number is decreased substantially.

I’ll definitely upload a webplayer when this stuff is done, along with (finally) some videos. Just finished some of the editor scripts tonight =)

Just finished a video of the 2D demo. I’ll post a 3D and mobile showcase, as well as a workflow video soon.

EDIT: This video is outdated, check the first post