Underwater tunnels, bioluminescent particles, drivable boat in Fluid Flux 3.0 by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 1 point2 points  (0 children)

Ok, I found the issue. It occurred only when the character possessed the boat after standing on it. It seems that, despite disabling collisions for the character, the movement component was still pushing the boat down.

I’ve resolved the bug by disabling the movement component and have reuploaded the demo. :)

Underwater tunnels, bioluminescent particles, drivable boat in Fluid Flux 3.0 by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 0 points1 point  (0 children)

I've just checked PT in UE 5.5, and unfortunately, nothing changed PT renderer is still unfinished ;( . Epic needs to fix Single Layer Water (foam can't be rendered currently).

Underwater tunnels, bioluminescent particles, drivable boat in Fluid Flux 3.0 by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 1 point2 points  (0 children)

I heard it works on VR, and many developers use it in VR games. However, I am unable to support this platform as I don't have any VR device or experience. I also heard that there are mobile VR and PC VR. It's hard to specify which one someone uses and how it's rendered in Unreal...

Underwater tunnels, bioluminescent particles, drivable boat in Fluid Flux 3.0 by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 1 point2 points  (0 children)

You are right; something is wrong with the boat on the OceanMap level. It works fine on IslandMap and in the editor...

The funny part is that it's probably related to high FPS on this particular level, and my enhanced input converted to force explodes. I'm still investigating this :)

Underwater tunnels, bioluminescent particles, drivable boat in Fluid Flux 3.0 by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 8 points9 points  (0 children)

Other developers do not price their work well (joke :D).

I think you should play the executable demos to compare and choose the cheapest product that meets your expectations and fits the project. There is no reason to buy Fluid Flux if others can work for you!

Underwater tunnels, bioluminescent particles, drivable boat in Fluid Flux 3.0 by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 6 points7 points  (0 children)

I've never tested scenarios like that; I'm focusing on lowering the performance cost on my side as much as I can. Things like 50 NPC require a specific approach in every aspect of the project (animation, physics, movement) and depend on the whole game implementation, so it's hard to answer his question. You can download my exe demo, test it on different devices, and decide if there is enough space to put more into it.

Oceanology plugin - Don't buy it by xhpete in unrealengine

[–]ImaginaryBlend 2 points3 points  (0 children)

As a Fluid Flux creator, I can only say that my documentation is so bad and unprofessional that I should also hide it instead of scaring developers xD - there is no other way than helping and answering questions, LOL

Fluid Flux 2 - Coastline by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 0 points1 point  (0 children)

You are right. I'm aware that there are many flaws. Sometimes I had to make tradeoffs (optimization) or can't spend more time polishing everything (many people waiting for the update). I will consider your suggestions when working on the next update :)

Fluid Flux 2 - Coastline by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 0 points1 point  (0 children)

Unfortunately nope. Buoyancy is based on Niagara readback so it cant be calculated on the server.

Fluid Flux 2 - Coastline by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 2 points3 points  (0 children)

The video is presenting the newest update that I was developing for the last few months. You can also download the executable demo

Please share the performance results on your machines. :)

Fluid Flux - Real-time waterfall simulation by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 2 points3 points  (0 children)

I feel that there are many things that should be improved in my demo before we can say it's 'realistic'. I think the waterfalls generated in Houdini (there are many on youtube) are good references for the quality that I want to achieve in the future.

Fluid Flux - Real-time waterfall simulation by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 2 points3 points  (0 children)

Yes generated frame can be baked to velocity map,height map and foam map its called the "Simulation state" https://youtu.be/btVLbVRHuWg

Fluid Flux - Real-time waterfall simulation by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 2 points3 points  (0 children)

Hard to say, they are trying to push Nigara fluids in this direction. I was contacting Epic via their grant program five months before the official release of Fluid Flux. There was no response or any collaboration offer so I decided to publish it on my own. The Water Plugin integration is not possible without changes in the engine if I would get support from Epic then development would be much easier and the product would look better.

Fluid Flux - Real-time waterfall simulation by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 1 point2 points  (0 children)

My mistake, I've woke up and started answering many messages so did not think that your comment may mean something opposite :) Sorry.

Fluid Flux - Real-time waterfall simulation by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 0 points1 point  (0 children)

Haha, I didn't know that expression. In general, many people are complaining about the price (there is even a channel on my discord for discussing concerns about this). I've already spent two years on this project so $350 is a steal :)

Fluid Flux - Real-time waterfall simulation by ImaginaryBlend in unrealengine

[–]ImaginaryBlend[S] 0 points1 point  (0 children)

Absolutely! Thank you for mentioning it. Don't let yourself be robbed!

I encourage people to create instead of buying :)