
The Fluid Flux is a huge step forward for the game industry but also makes everything harder.
In general, I can’t solve every possible water problem in every possible type of project. The Fluid Flux system is overhyped so please read the description below before you buy this product and make sure that everything meets your expectations and requirements: I’m trying to be a reliable marketplace creator so it is important for me to be clear about the limitations and disadvantages of using simulations. With great power comes great responsibility. Velocity-based fluid flow advection method for foam caustics and waves. Four example maps – beach, island, river, and baked static river.
The sound source is positioned based on fluid movement. Niagara fluid async readback system for sampling height and flow of fluid in blueprints.Advanced fluid state management, loading state in gameplay.
Tool for generating ultra-fast static meshes with flow maps baked into vertex color.Small, compact, and low memory footprint.Clean, efficient, GPU-friendly implementation, interface designed with the KISS (Keep It Simple, Stupid) rule in mind.Niagara environment interaction – High-quality effects, bouncy, plants, character swimming, boats,.Ocean wave blending – rendering tillable ocean heightmap texture in a single pass.Fluid Interaction – simple cheap ripple solver moving with character, optimized to an absolute minimum.
Fluid surface rendering – caustics, wetness, underwater, waterline, advected foam, advected waves, blending with the ocean, dynamic audio detection. Realtime shallow water simulation – fluid data modifiers, wave generator, and extendable interface.