Fluid Frenzy - Tutorial - Setup Water Simulation

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  • Опубликовано: 3 авг 2024
  • A tutorial for the Unity Asset - Fluid Frenzy showing how to setup a water simulation on a Unity Terrain, modify the simulation settings, and setup the material to modify the look of the water.
    ===================
    CHAPTERS:
    00:00 #1. Add Water Simulation
    00:20 #2. Add Fluid Source
    00:50 #3. Modify Fluid Simulation Settings
    02:12 #4. Modify Water Material
    03:51 #5. Modify Flow Mapping
    04:15 #6. Modify Velocity Map
    05:03 #7. Modify Foam Simulation
    05:57 #8. Documentation
    ===================
    Documentation:
    Setup Water Simulation: frenzybyte.github.io/fluidfre...
    Fluid Source/Modifiers: frenzybyte.github.io/fluidfre...
    Fluid Simulation Settings: frenzybyte.github.io/fluidfre...
    Fluid Rendering/Material Settings: frenzybyte.github.io/fluidfre...
    Now available on the Unity Asset store: assetstore.unity.com/packages...
    Website: frenzybyte.github.io/fluidfre...
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Комментарии • 9

  • @MorgueDev
    @MorgueDev 27 дней назад +1

    looking great!

  • @TerraUnityCo
    @TerraUnityCo 21 день назад

    Excellent job 🌊

    • @Fluid-Frenzy
      @Fluid-Frenzy  21 день назад +1

      Thanks! Just checked out your channel, your work looks really good.⛰

    • @TerraUnityCo
      @TerraUnityCo 21 день назад

      @@Fluid-Frenzy 🙏💙

  • @joa1401
    @joa1401 23 дня назад

    just wondering how would you suggest going about using this asset in a more angular, built environment (ie, a sewer or flooding warehouse)? the terrain seems excellent for sloping, organic shapes, but would the waterline be able to respect flat, vertical walls, given the simulation is fundamentally 2D.
    i’m not expecting it to behave like a 3D fluid simulation, but I’m curious about the level design constraints

    • @Fluid-Frenzy
      @Fluid-Frenzy  22 дня назад +1

      Hi, you can place vertical walls as colliders, but flowing down vertical walls (for example water starting on top of a box and flowing of it) can be quite tricky to setup and make look good due to the grid nature of the simulation. You would have to make a exact match for this. If the walls are purely for collision you could add a specific collider for it that's slightly inside the wall. Then the waves will go slightly into the wall before bouncing, but this might not be noticeable and acceptable (depends on how perfect you want it to be). I will try to setup a demo project as a exe some time next week for people to download that might demonstrate everything a bit better and people can look for themselves. Hope this answers your questions

    • @joa1401
      @joa1401 22 дня назад

      @@Fluid-Frenzy thanks so much for your reply! this is all very useful information.
      yeah, from reading the documentation, all the constraints of this technique are things i can work within. the main tricky area i’d want to nail is water going over sharp, angular drops like ledges and down staircases. some of that, i imagine, could be cheated around. like, say, by having the edge of the simulation bounds finish at the ledge, fake the water spilling over with particles, and start a new simulation at the bottom.

    • @Fluid-Frenzy
      @Fluid-Frenzy  22 дня назад +1

      @@joa1401 no problem! thanks for your interest. I currently do not have particle support yet for the fluid simulation but do plan on adding it (similar to the steam when fluids mix in the terraform demo). I also want to support 2 simulations interacting like you are describing where one can fill in from the edges of the other. There is already some support for this but it defined out (can be enabled by adding a define to the unity project but it's still experimental.)

    • @joa1401
      @joa1401 21 день назад

      @@Fluid-Frenzy oh neat, cool to hear simulations crossing over each other’s borders might be added.
      also, with the particles, when i mentioned it i was more meaning that i’d just place a regular waterfall-y particle effect game-object on the ledge to hide the ‘seam’. that said, actually having the simulation emit or interact with particle effects would be really cool. you could give a player a particle emitting hose and they could flood the area themselves, water spawning on the terrain wherever the particles collide.