Fluid Flux是基于2D浅水模拟的强大水系统。
Fluid Flux (4.26-4.27, 5.0)
特点:

实时浅水模拟——流体数据修正器、波浪发生器和可扩展接口
流体表面渲染–焦散、潮湿、水下、水线、平流泡沫、平流波、与海洋混合、动态音频检测
流体相互作用–简单便宜的波纹解算器随角色移动,优化到绝对最小值
海浪混合——一次渲染可耕海洋高度图纹理
尼亚加拉环境互动-高质量的效果,弹性,植物,角色游泳,船,
干净,高效,GPU友好的实现,界面设计时牢记KISS(保持简单,愚蠢)规则
小型、紧凑、低内存占用
用于生成超快速静态网格的工具,其流动贴图烘焙成顶点颜色。
先进的流体状态管理,在游戏中加载状态。
尼亚加拉流体异步回读系统,用于蓝图中流体的取样高度和流量。
动态音频分析器。基于流体运动来定位声源。
四幅示例地图——海滩、岛屿、河流和烘烤的静态河流
对泡沫、焦散和波浪使用基于速度的流体流平流方法
水横截面渲染


局限性:

限制的详细列表可以在文档[文档]中找到

目前不支持开放世界
模拟是不可复制的
模拟是在高度场(捕获的地面)上投影的2d网格中计算的
系统不能模拟波浪破碎和飞溅的水
不支持VR和移动
当前用于渲染流体表面的非镶嵌平面网格
目前没有与水插件集成


Technical Details
Input: Default TPP character input

Network Replicated: No

Supported Development Platforms: Windows

Windows/Mac: Yes

Development time: 16+ months

Fluid Flux size: 120MB

75 materials
28 blueprints
113 material functions
8 interfaces
24 Niagara modules
10 Niagara systems
37 material instances
64 textures
Demo content size: 219MB (demo content can be easily removed)


Features:

Realtime shallow water simulation – fluid data modifiers, wave generator, and extendable interface
Fluid surface rendering – caustics, wetness, underwater, waterline, advected foam, advected waves, blending with the ocean, dynamic audio detection
Fluid Interaction – simple cheap ripple solver moving with character, optimized to an absolute minimum
Ocean wave blending – rendering tillable ocean heightmap texture in a single pass
Niagara environment interaction – High-quality effects, bouncy, plants, character swimming, boats,
Clean, efficient, GPU-friendly implementation, interface designed with the KISS (Keep It Simple, Stupid) rule in mind
Small, compact, and low memory footprint
Tool for generating ultra-fast static meshes with flow maps baked into vertex color.
Advanced fluid state management, loading state in gameplay.
Niagara fluid async readback system for sampling height and flow of fluid in blueprints.
Dynamic audio analyzer. The sound source is positioned based on fluid movement.
Four example maps – beach, island, river, and baked static river
Uses velocity-based fluid flow advection method for foam, caustics, and waves
Water cross-section rendering

Limitations:

A detailed list of limitations can be found in the documentation [Documentation]

open-world is currently not supported
simulation can’t be replicated
simulation is calculated in a 2d grid projected on the heightfield (captured ground)
system cant simulate wave breaks and splashing water
VR and mobile are not supported
currently non-tesselated plane mesh for rendering fluid surface
there is no integration with Water Plugin for now

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