cg小白兔 发表于 2023-2-17 10:28:32

【更新】WaveMaker 2 2.3水面波浪模拟生成创建工具

本帖最后由 微笑的猫 于 2024-4-22 16:42 编辑


WaveMaker 系列索引:

WaveMaker 2 2.21下载链接
WaveMaker 2 2.4下载链接









Real-time wave simulation on a procedurally created rectangular mesh. The fluid interacts with rigidbodies as well as respond to interaction. It works like a normal mesh, so any material can be used.

Visit the OFFICIAL WEBSITE for:
- Live demos to play with them in your browser, pack of downloadable builds for your PC.
- Tutorials, practical examples.
- Roadmap, bugtracker, support, F.A.Q.

Key points of WaveMaker compared to similar assets
This is a mesh modifier, not a visual trick (2D shader with or without vertical offsets). That means it is actually simulated in 3D in the CPU, so devices with GPU support limitations are supported.
Your shaders don't need to be specific for this asset, if your shader works with a normal mesh, it will work with WaveMaker, so it supports the same rendering pipelines as your shader.
It is a two-way coupling system: Water can affect rigidbodies, volume occupancy is calculated and objects generate waves at the same time. If you pay attention, most buoyancy systems can't do this, allowing for a different way of interaction for your game.
You can use the API of the interactors and surface to gather simulation data and use it for your own purposes.

What the asset CAN do...
Create small, medium or long surfaces like pools, portals, ponds, simple river shapes...
Generate waves reacting to selected colliders
Apply forces to selected rigidbodies to make them float and drift while generating waves due to volume occupation. Complex rigidbody with overlapped setups supported
Make the waves look like water, mud, cream and denser liquids at the resolution you want
React to static objects or borders by painting the areas of the surface you want to be fixed
Works like any other mesh with your own material (hide parts with transparency, change look using shaders, use the API to generate your own effects. etc)

Current Features
Unity 2019, 2020, 2021, and all rendering pipelines support. (2018 still supported but needs manual installation of required packages)
Mesh properties updated real-time to work with lighting
Scene hierarchy agnostic
Wave speed, damping and smoothing parameters. Substepping to avoid inestabilities
Simple interaction mode based on relative velocity for any shape or orientation of the surface
Advanced interaction mode based on occupancy of liquid volume for more advanced features on horizontal surfaces, like Buoyancy and drifting (floating forces)
Arbitrary surface position and rotation, length and width
Areas can be fixed manually or automatically to ignore them and allow waves to "hit" on them
Timestep independent
Idle/rest status of surfaces to reduce computation to a minimum
Many example scenes and create menu shortcuts included

What the asset CAN'T do in the current version...
No breaking waves
Not suited for huge surfaces like oceans, complicated river shapes and waterfalls
It is not a water shader, it's a mesh modifier. No FXs are included. You must use your own shaders / materials and use the API to gather and use the data provided
Aerodynamics (effect of wind and such), shore slowdown and similar effects
Different behaviour of the surface depending on water depth
MeshColliders cannot be used as interactors. Simple colliders should be used instead


在一个程序化创建的矩形网格上进行实时的波浪模拟。流体与刚体相互作用,同时也对相互作用作出反应。它像普通网格一样工作,所以可以使用任何材料。

请访问官方网站。
- 在你的浏览器中玩的实时演示,为你的PC提供的可下载的构建包。
- 教程,实际例子。
- 路线图,错误追踪,支持,F.A.Q。

WaveMaker的关键点与类似的资产相比
这是一个网格修改器,而不是一个视觉技巧(带或不带垂直偏移的2D着色器)。这意味着它实际上是在CPU中进行3D模拟的,所以支持有GPU支持限制的设备。
你的着色器不需要专门针对这个资产,如果你的着色器能与普通的网格一起使用,它就能与WaveMaker一起使用,所以它支持与你的着色器相同的渲染管线。
它是一个双向的耦合系统。水可以影响刚体,体积占有率的计算和物体同时产生波浪。如果你注意,大多数浮力系统不能做到这一点,允许你的游戏采用不同的交互方式。
你可以使用交互器和表面的API来收集模拟数据,并将其用于你自己的目的。

该资产可以做什么...
创建小的、中等的或长的表面,如水池、门户、池塘、简单的河流形状...
生成对选定的碰撞器有反应的波浪
对选定的刚体施加力,使其漂浮和漂移,同时由于体积的占用而产生波浪。支持叠加设置的复杂刚体
在你想要的分辨率下,使波浪看起来像水、泥浆、奶油和密度大的液体。
对静态物体或边界作出反应,画出你想要固定的表面区域
像任何其他具有自己材料的网格一样工作(用透明度隐藏部分,用着色器改变外观,使用API生成你自己的效果等)。

当前功能
支持Unity 2019, 2020, 2021, 和所有的渲染管道。(2018年仍然支持,但需要手动安装所需的软件包)
网格属性实时更新,以便与照明一起工作
场景层次结构不可知
波速、阻尼和平滑参数。潜行以避免不稳定
基于任何形状或方向的表面的相对速度的简单交互模式
基于液体体积占有率的高级交互模式,用于水平表面的更多高级特征,如浮力和漂移(浮动力)
任意的表面位置和旋转、长度和宽度
可以手动或自动固定区域,忽略它们,让波浪 "打 "在它们上面
独立的时间步数
表面的空闲/休息状态,将计算量降到最低
包括许多实例场景和创建菜单快捷键

在当前版本中,该资产不能做什么...
没有破浪
不适合于巨大的表面,如海洋、复杂的河流形状和瀑布。
它不是一个水着色器,它是一个网格修改器。不包括任何特效。你必须使用你自己的着色器/材质,并使用API来收集和使用提供的数据。
空气动力学(风等的影响),岸边减速和类似的效果
根据水深,表面有不同的行为
MeshColliders不能作为交互器使用。应该使用简单的碰撞器来代替






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