WaveMaker - Wave simulation asset Official Thread

Hi everybody.
a little update. Uploading and creating the new stuff for v2 is taking longer than expected. This update took one year to develop, and I left my full-time job mainly to finish this and work on more features, so it has been … really… 8 months. Next updates will come very often.

Main video, and 4 tutorials are already finished and uploaded. One more coming about efficiency comparions between v1 and v2 which I think is necessary for people to understand how this improved and why it takes a while to execute in some cases.

Also, the website has now a documentation page, with all the examples an tutorials, very easy to follow.

Creating the tutorials I encountered a couple of user experience problems that I need to fix asap. Specially, the undo-redo feature that people will expect to have, is not working completely.

Sadly (not for me) I’ll have to take some vacations next week, but I’m finishing all this before my vacations and will release it afterwards. Very soon!

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Looking exciting!

Just for people who are following the thread.

As promised, WaveMaker Version 2 has been already sent to review and it will be out soon as they give me the OK (in the next two weeks, hopefully). I don’t want to publish the videos until it is out. It is an upgrade, but you will have a grace period for updating it within a month for free.

Stay alert !

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Baited breath!

Gracias
Thank you

If / when v2 is available will there be any specific upgrade instructions, or should it just work?

That is an excellent question. I didn’t add that anywhere. The rewrite has been brutal.

Before updating, I recommend creating a copy of your project. Just because WaveMaker v1 will be deprecated fast from the asset store. V2 will be a new package. In case you lose some setting or want ot mantain the look of the older version.

First: V2 will still be available for 2018, even though it says it’s 2019 (the mandatory version right now), something that not all assets do. But I wanted to support long term projects.

  • You will have to install the new required packages to avoid compilation errors. The installation process is easy using the package manager and you can find an explanation of it in the documentation linked everywhere.

  • All components are the same so surfaces and interactors will remain.

  • All parameters will be kept, except for the ones that have been replaced. In particular, the local mesh size, in case you used it, you will have to copy that from the settings of the old scene, and the “speed clamp” which is now two values (min and max).

  • The Descriptor has changed quite a bit internally and will be detached from the surfaces. You will have to create it again and paint the fixed cells since the database inside the asset is lost completely. I’m afraid I didn’t put that much effort in this part since the asset is still used but few people due to lack of content in social media and youtube. I put all my effort in working on this version instead of creating more content for 1.1.
    Let me know if I can help there, in case you have a very complex setup and doing it once again would take a lot of time.

  • The only thing that could be an unfixable problem is that since many of the bugs have been fixed… the fluid looks quite different now. There were many serious ones regarding maths calculations… Waves will look more accurate but smaller, more detailed. Thankfully I added more tweaking parameters, because I was worried people would not like that.

Let me know if you find something wrong!

PS: Still waiting for the package to be accepted…

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Cool, many thanks :slight_smile:

Any updates on the v2.0? I’m validating WaveMaker for new project, just wondering if the 2.0 will be available soonish?

Hi. I’m still waiting. The package has been pending since… 22nd September! Tomorrow makes a month of wait.
They say its between 20 and 30 work days… so could take, apparently, one or two weeks more (maximum).

In case the package check fails and they reject it, there will be another wait. But I don’t think it will have any problem.

Maybe today, maybe in a week.
You can talk to me directly through the official website , find there the contact information, and I can guide or help you.

I’m finishing an important update on the new buoyancy features, (efficiency and removing all aliasing on the horizontal movement) that will come right after the published v2.0. I’d love to know what are your requirements, if you need anything in the API, so I add it to the next version.

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Seems like the curation queue is HUGE due to a reduction of the team that works on it. I’m in position 570 right now. Position 700 last week. Eventually it will be released. Seems like they are adding people to the team, let’s see.

Thankfully, while waiting, I’ll release v2.1, staying in the same position of the queue (phew) which solves the worst problem that came with the new Buoyancy system: Aliasing and seriously bad looking unstability.

By the way, WaveMaker has two-way coupling: that means, objects generate waves and waves move objects at the same time, not available in other similar assets in the store.

Check it out! Smooth like cream. I had to remove the whole native raytracing system of Unity and create my own colliders, and use Raymarching instead of Raytracing, something that allowed me to smooth out the occupancy of objects in the water… Took a month, and it’s been worth it. Sometimes 2x speed up in fps, added to the improvement in speed in V2.

Next step, more efficiency.

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A couple of good news!

Today I’m in #284 of the queue (that’s much better than last week’s #450 :eyes: . It’s really rough…). That means that the release is very soon, maybe in a week or a couple of weeks?. And a 30% discount will come with it in the release week for new users!. Also the upgrade will be free for the first month for current v1.1 users.

But the best piece of news is that, (apart from Unity buying WetaDigital FX division… :hushed:), v2.1 has replaced v2.0 in the queue!.

In the previous post there is a video of the update. A couple of annoying parameters have been removed from the 2.0 editor.

I’m proud to say that any of the papers I’ve used had the time or put the effort in solving the aliasing problem present in all highfield simulations. As I said previously, Two-way coupling means “waves affect objects, and objects affect waves”. You don’t have that in other simulators in the store that run on GPU, sadly most people won’t notice it until they purchase it.

For the followers of the thread out there… want a secret sneak peak to play with v2.1 it real-time?
…It is hidden in this phrase…

Hope your browser and pc is capable of moving it (WebGL has its caveats). Otherwise try downloading the builds for Windows
…somewhere here…

Cheers!

Hi all !

At last, WaveMaker 2 has been released! Still hidden from the searchbox. You have 7 days left for the discount. If you buy version 1 by error you have a grace period to upgrade paying only the difference.

Get WaveMaker 2 <<

The link is affiliated, but it has no additional cost for you. Thanks!

Visit the brand new website!!! <<<

Here’s a sneak peak of the new videos released:

Sorry for my bad english. I tried my best!

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Awesome! I have version 1, you mention I can get ver 2 for free for limited time, when I visit the asset store page I have to pay 5 pounds. How to get the 1.1 to 2.0 for free?

Not sure how to see it, but now the price is higher than before :

I don’t mind paying 6.25 euro, but if you say free I wonder what the issue is?

Ok. I know what happened. Oh gosh. Sorry for that. I didn’t understand the upgrade feature well enough.

The grace period of one month is for people who buy wavemaker 1 while both are still in the store. Version 1 will be in the asset store for a month before I deprecate it, so that they have the chance to upgrade to the new one paying just the difference.

So there is no grace period for people who bought the asset a while ago… I’ll update the texts so that people is not confused.

About the price rise, yes, I increased it to the current difference.

So sorry about this, I can’t do anything. :frowning:

What time we have to updrade from v1?

1 month from the release for just the rise of price from v1 to v2. It will finish around 15th of December. Otherwise you have to buy the whole package.
I hope the asset store notifies the owners of v1… :frowning:

Hi everyone. Time for a new big update to v2.2 ! It has been accepted in one day. Seems like the team is back at it again. No backward incompatibility. Mainly efficiency improvements. New stuff added and improved. Check it out!

New features:

  • Automatic detection of fixed cells improved: You can now select different distances on top and bottom. This allows to detect fixed cells under terrains very easily.
  • Descriptor file resampling: Changing resolution now keeps the fixed cells in position, resampling using a Nearest Neighbour algorithm.

Efficiency:

  • Huge improvement. 30% faster Occupancy Based Interaction mode (including buoyancy and drifting).
  • Paint mode speedup: Painting fixed cells doesn’t delay anymore with big resolutions.
  • Full use of Mathematics package: Mathf is now deleted from the whole asset to allow full optimization by Burst.

Bug Fixes:

  • Non-Kinematic objects without gravity are now detected.

For the followers of the thread and the asset:
I’m working on a good looking water shader with my partner, the creator of all Obi packages among others, to improve example scenes, and purchased or exchanged assets with some 3D asset creators to improve the example scenes and videos.

There are several assets that are similar to mine, but the purpose of each, the way they work and what they can do is very different. My partner is worried that his FluXY asset and my WaveMaker asset are confused, so we decided to add some key points in the description of the asset to help people detect big differences between mine and the rest. Check it out in the following link:

More information on the asset website <<

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With the performance improvement, would using this with larger lakes/oceans be something to consider, or try? just wondering.